Play game
Power Cord's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #3195 | 2.630 | 2.706 |
Overall | #4132 | 2.096 | 2.157 |
Presentation | #4504 | 1.886 | 1.941 |
Fun | #4586 | 1.772 | 1.824 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Join together power nodes to modifier nodes and turrets to power up your defences and destroy enemies.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
Leave a comment
Log in with itch.io to leave a comment.
Comments
Neat idea! Took me a few tries to get it though haha Also I'm not sure if it's what you intended, but the game was running at like double speed for me making it very hard to control the character, enemies were super fast too! (If this wasn't what you intended, I think in an older game jam my team had a similar issue where the final uploaded product ran twice as fast as the game usually did in Unity. I think using Time.deltaTime or fixedDeltaTime in a few more spots fixed it! ...or it might have just been a browser issue) Either way, congrats on making a game!!!
Yep, I just slapped an Update() on it and called it a day lol. Thought that may be an issue but didn't have time to troubleshoot it on multiple devices. Thanks for the feedback, the game definitely was cobbled together and definitely not on par for what I'd hoped for, (some SERIOUS overscoping there lmao) but I'm glad I got a submission in!
Also, yep, the "how to play" definitely should NOT have been saved till the last 2 minutes before final build... definitely a learning process
The concept was intresting and the gameplay wasn't bad, but the skill/strategy was limited to picking the one setup shown in your screenshots. Additionally, the was no scale to the game, so as the enemies got more powerful there was nothing the player could do but click faster and prioritize the enemies coming outside the defended area.
All fair points. There are obviously many things I would change if I had more time, like making more turret types/multiple maps, but I agree my end product was pretty one-dimensional for a 'strategy' game. Will definitely look to make a team next time ;P. Thanks for the feedback!
Additionally, I have now replaced that screenshot, so hopefully people are able to come up with their own strategies rather than having one spoiled for them haha