OverPowered

OverPowered

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overall: 4.08
fun: 4.03
innovation: 3.64
theme: 4.06
graphics: 4.16
humor: 2.27
mood: 3.75
Your are an adventurer, searching for the secrets that lie in the shadows of the dungeon. Yet, your path is blocked by countless ancient monsters, all bristling with a strange purple energy.

Luckily for you, your gun has the ability to absorb any power from an attack and turn it into ammunition. However, be careful. As you approach full charge, you will slow down to a crawl, making your helpless to escape the monster's clutches. What's more, if your gun fills up to maximum capacity, it will malfunction and explode!

Good target prioritisation and power management are key to battling it through the swathes of merciless monsters in the depths of the underground, and unlocking the secrets of it's mysterious depths.

Developer's Notes:

This is my second LD, and I'm really impressed with the leap in progress since my first. I can see a marked improvement from the first game, in:

- Graphics: The first game had poorly scaled, ugly looking and mostly unananimated graphics, all of which were successfully patched out of this iteration.
- Sounds: Though admittedly, I used Digital Ether as my main battle music, which I do not own, I was able to make decent sound effects by overlaying multiple sounds, such as the roll animation, made up of cloth, swoosh and a recording of me hitting the desk with my arm. All of the sounds used are made by me or royalty free.
- Time Management: I was able to tackle a more ambitious game then my last (a chicken with only WASD controls), by actually prototyping and balancing the game with developer art before moving onto the graphics and sounds.
- Effects: The first game having almost no effects, this time, I included vignettes, dust particles, screen shakes, hit flashes, charged animations, roll-ready indicators, camera movement etc

I would have liked to make shadows for the characters, but during development it became too buggy and I had to abandon it. I would also like smoother animations, and possibly better character designs for the goblins. Also, due to various activities that I had during the jam, including watching a movie, I ended up staying up to 5am on the last day, something which could have been easily avoided if I trusted myself to wake up and work in the morning so close to the deadline at 1pm. Turns out all-nighters suck. To anyone reading this avoid it at all costs!

That about sums it up. Please enjoy the myriad of games on display.
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