Ludum Dare 35 — April 15th-18th, 2016 — Theme: Shapeshift

Search Keywords: HTC Vive, Oculus, Mac OSX, Linux, Android, Flash, HTML5, Java, Unity

Back to Browse Entries

EnergyShift

by Miziziziz - Compo Entry

So in utter defiance of the theme I made a game about shifting energy instead of dull matter.
Essentially, you can convert potential energy to kinetic energy instantly, allowing flight (the higher you're above something, the faster you move).

Controls:
AD - move
WASD - move (when converting energy midair)
R - restart
SPACE (hold) - convert energy (NOTE: This doesn't do anything if you're standing on the ground; you must be in the air)

Downloads and Links


Ratings

#71Mood3.73
#189Audio3.32
#218Graphics3.59
#266Innovation3.45
#306Overall3.39
#492Humor2.13
#587Fun2.95
#801Theme2.73
#1536Coolness40%

Comments

monkeybit29 says ...
Apr 18, 2016 @ 8:11pm

I was able to run the game, but space bar would do nothing. I tried all of sorts of things but i couldn't get anything to work other than respawn and move around :^/

Miziziziz says ...
Apr 18, 2016 @ 8:46pm

Keep in mind that potential energy is zero when you're standing on the ground. You have to get airborne to fly using energy conversion

nextreality says ...
Apr 20, 2016 @ 10:30pm

I liked the game, took me a few seconds to get the gameplay, but once you got it, you get it, very nice concept, was able to actually beat it with very little frustration!

KingEthaniel says ...
Apr 21, 2016 @ 3:48am

Space doesn't do anything for me either.

Aumni says ...
Apr 21, 2016 @ 3:58am

Cool little game!! :O Finished it and really enjoyed the gameplay. The art is super awesome too and the music fits well. :) Awesome work!

Weeping Rupee says ...
Apr 21, 2016 @ 4:04am

" So in utter defiance of the theme I made a game about shifting energy instead of dull matter. "

Energy and matter are actually kinda the same thing so technically you're fine ;)


Serious talk: This game is very pretty. As pretty as something can be while bordering juuuuust on the right side of too many neon lights (and I love neon lights).

However, it requires a lot of precision and starts off with a very unconventional movement premise. It really could have used even the most bare base version of a tutorial beyond letting people know the controls.

Also the zen-like posture of the heroine can be a real juxtaposition to the frustration I felt trying to make it past some of these very challenging rooms.

Still, solid work my friend.

Apr 22, 2016 @ 4:26am

Cool idea. Gorgeous graphics. Quite punishing unless you just hold the spacebar in midair, and then it becomes far simpler (would be nice if there were times when I wouldn't want to hold it). Nice job overall.

avinashd says ...
Apr 22, 2016 @ 4:37am

Interesting idea! I really hope you do something with the concept of potential->kinetic energy (or maybe something like potential->frictional or kinetic->light) idea and develop it post-jam. I think it has a lot of potential.

Freank says ...
Apr 24, 2016 @ 5:55pm

Hi, nice game ! We're realizing a video with several games of the Ludum Dare #35.
Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description

icefallgames says ...
Apr 27, 2016 @ 5:04am

Cool concept, but it seems it would be even better if the amount of potential energy was relevant. As far as I can tell, from any drop at all, you can then become airborne indefinitely. With more constraints, I think there could be some interesting puzzles. But maybe it's just more about fine controls in flying around?

I really like the trippy mood with the fuzzy/faded/flickering graphics.

icefallgames says ...
Apr 27, 2016 @ 5:05am

Oh, btw, you can cut about 35MB off your zipped download size by deleting the .pdb files that Unity generated (they're for debugging).

May 1, 2016 @ 10:26am

Nice take on the puzzle platformer. Liked how you would always need to get airborne before shifting matter, was an interesting mechanic. Also liked the graphics and the character design.

gurkenlabs says ...
May 4, 2016 @ 2:00pm

I really liked your game!

csanyk says ...
May 5, 2016 @ 5:31am

Help! I'm trapped in a disco!

(The controls don't seem to work, other than running left and right :( )

ReactorScram says ...
May 9, 2016 @ 11:06pm

Really wanted to play but the GNU/Linux x64 build didn't run for me, and when I played the Windows build in WINE, none of the graphics displayed except the flashing magenta / red screen, and there was some music.

Usually Unity games work in WINE, dunno what happened.

Couldn't rate it, sorry. Screenshots are pretty.

May 9, 2016 @ 11:08pm

I like how you took the concept to a sorta cool place - I didn't think there would be many ways to use the concept of "you have to fall to fly" in a puzzle game for different stuff. However, I sorta felt like the main player graphic didn't really fit.

Pickens Inc. says ...
May 9, 2016 @ 11:24pm

I don't know if anybody else has mentioned this, but I've said it over a dozen times to Unity devs - you don't need .pdb files included! Haha, they are DEBUG files that take up 138 MB!

As a physics student, I don't QUITE think that's how energy works. Surely, if you were to float at all, you'd have potential energy enough to float higher, therefore giving you MORE potential energy therefore, infinite floating, haha?

Regardless, it was a really interesting game that was gorgeous, fun, and atmospheric.

davalcordub says ...
May 9, 2016 @ 11:26pm

It is a really cool game

ryjcio says ...
May 9, 2016 @ 11:37pm

Very nice experiment! I had to use my both hand, but control suggested me to use only one. It because you picked up the space and WASD. I think it is natural for players to control these keys with one hand, so it took me a while to figured it out that I should use both hands :)

TheCain says ...
May 9, 2016 @ 11:38pm

This has potential. no pun intended.
While it is an interesting mechanic to not be able to fly until you drop, it wasn't used in any meaningful way. This game would be just about the same if you removed the core mechanic.
I hope you do some more work on this because I can see it being great.

You must sign in to comment.


Mini Submission FAQ

TEAMS: Teams entering the Jam should pick a single representative to submit your game, or create a team specific account you can share. We currently do not support Team Voting, but sharing an account and together playing and rating games is acceptable.

CAN I ENTER BOTH EVENTS?: You should pick 1 event, whichever you think it’ll do better in. If the idea is strong, and everything plays well enough, you can go Compo. If you’re a perfectionist, and would prefer people to play a more polished game, do the Jam. Historically, more games are entered in the Compo, but with more people and more time, Jam games have the potential to be better (that doesn’t mean they are). Many solo participants do enter the Jam.

If you made 2 games, unfortunately, the website doesn’t support multiple submissions per user. To submit your 2nd game, you will have to make a 2nd account. Only do this if you made 2 games. Alternatively, if one game is better than the other, then consider just entering the better game.

CAN I KEEP WORKING UNTIL THE DEADLINE?: Yes! Immediately after the 48 or 72 hours, we do something called Submission Hour. As the name suggests, it’s an extra hour for you to package, upload, and submit your games. If there were catastrophic issues trying submitting your game, or you misunderstood how submissions work, that’s okay. It happens. We’re flexible. If you need advice, check with the folks on IRC. If you need an admin, get in touch.

CAN I KEEP WORKING ON MY GAME?: Oh definitely! You should! But for the sake of judging, keep the Compo or Jam version around. You can include a link to the Post-Compo/Post-Jam version of your game on your games page, but sure your main links are the original version.

PORTS: Ports to other platforms can be done after the deadline. That said, the sooner you finish your port, the sooner people can play your game, improving your chances of placing in the final results. For best results, provide a Web version of your game, or a Windows version with no dependencies. Also be sure to rate at least 20 games to improve your visibility (Coolness).

MY GAME CRASHES, IS UNBEATABLE, OR I MADE A TYPO: We allow you to fix crashes, win condition, or tiny bugs after the deadline. In a sense, this is like “porting” to support more players. We leave this open to interpretation, but generally speaking your game should be identical to the game you submitted. No new features, just fixing mistakes you should have caught had you been better rested.

MY GAME DOESN’T SHOW UP: If you can’t find your game, it’s usually because the URL to your downloads are missing ‘http://‘. Fix your URLs (http://mysite.com/mygame.zip) and you will show up. Alternatively, if you just posted it, wait a minute. The cache may not have refreshed yet.

NOT LOGGED IN?: If you get a message about not being logged in, even though you are, it’s because your web browser cached the non-logged in page. You can fix this by either refreshing your cache or clearing your cache. CTRL+F5 in many browsers. Chrome is a bit more work. Press F12 to enable Developer Mode, then you can right click on the refresh button and select “Empty Cache and Hard Reload”. This option is unavailable if you are not in Developer Mode.


[cache: storing page]