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A jam submission

Battery BurglaryView game page

One Battery To Rule Them All
Submitted by Dooke
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Battery Burglary's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#822.3723.000
Concept#862.5303.200
Presentation#942.2142.800
Overall#942.2532.850
Use of the Limitation#951.8972.400

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Dooke

Software used
Unity, Procreate, Audacity

Use of the limitation
You play as a robot who’s charge is constantly leaking out, if you don’t get electricity often enough you loose.

Cookies eaten
2

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Comments

Submitted

I love jam games that have naratives! Really nice :)

Art style is nice overall, but the shadow occlusion on some objects seemed wrong. Especially the doors.

Submitted

Could run through certain walls and I exploited this as much as I could lol was fun, loved that beginning story

Submitted

The graphics are simple, but the game manages to convey the atmosphere quite well, both through sound and the environment. I really liked how the guards were done. The captcha was a nice touch.

It seems to be impossible to beat the first location on the first try, the battery charge runs out way before you're able to explore every available door, but I managed to collect enough info so that on the 3rd try I could run between points of interest and collect extra batteries along the way.

I didn't quite understand what happened in the 2nd location: once I've started absorbing the battery, there were 2 bars and a point that was on a bar, but then detached and fell off somewhere beyond the screen. Was that a direction indicator? I tried following it, but then the game started lagging and I died.

Other confusing moments:

1. When sprinting, the robot leaves behind a trail - is that the leaking charge, or a smell trail?

2. It's unclear what doors can be opened

3. The wire connection minigame doesn't work if you try to connect wires from right to left

Developer

The point on the bar detaching was a bug, but I think it's fixed now, and thanks for the pointers.