P.O.W.D.E.R. - Powder On Wild Days Explodes Randomly

  Play as a delivery elf who must maneuver around obstacles to prevent his package from bursting and deliver it to one of many towns. You can consume the exploded powder to get a buff, but things might get even worse... How long will you resist before giving in to the powder's appeal?

  

Gameplay

Whenever one of your powder keg explodes, it is turned into a spark and a debuff is applied to you. Consume a spark for a chance to turn it into a buff... or an even worse debuff!

  Will you make it to the end of the track?

  Controls Gameplay W/S (Qwerty), Z/S (Azerty) or Up/Down arrow / D-pad/stick direction: move up and down A/D (Qwerty), Q/D (Azerty) or Left/Right arrow / D-pad/stick direction: select previous/next powder keg Left click on sparking powder keg: consume spark Press Space/Enter/Xbox A button: consume spark on currently selected powder keg Press Shift/B/Xbox B button: boost (increase base speed level up to 5 times) System WASD/arrow keys: navigate in menu F11 / Alt+Enter + Ctrl+Cmd/Meta+F: toggle fullscreen H: toggle FPS debug overlay (in top-left of the screen) J: take a screenshot to user folder (Linux/OSX: ~/.local/share/godot/app_userdata/LD 53 or ~/.LD 53, Windows: Users\UserName\AppData\Roaming\LD 53) N/M: switch to previous/next resolution among standard presets (you can always resize the window in windowed mode) - on Linux, you may need to move the window a little afterward to force refresh Debug Y: quick level restart

Dev status

The game was initially released with v0.4 for Ludum Dare 53 classic Jam deadline (72h) in the Unfinished category, then updated and re-released in the Extra category (3 weeks deadline). We kept the latest version of each development phase in the Download section below of the itch.io page, so you can download the one fitting for you.

  The channels suffixed with "-jam-release" contain the classic Jam deadline release, frozen at v0.4. The channels suffixed with "-jam-rating-phase" contain the updates added during the 20-day rating phase of the jam (which also corresponds to the Extra phase). It is currently at v1.0. The channels suffixed with "-post-jam" contain any further updates added after the rating phase of the jam. It is currently at v1.1. Note that the embedded web version at the top of this page is always the latest version.

  Changelog v1.1 - Post-jam release

  App: game icons Input: gamepad L/R can focus previous/next keg and player can cycle over powder panels UI: Fix icons blocking clicking on keg button UI: buttons shows pointer hand cursor when enabled and hovered UI: change tutorial font to Risque for readability. Font size and text position adjustments UI: powder keg: on hover, add semi-transparent outline; on focus, add full outline UI: show game version on main menu UI: add Restart button to Pause Menu Gameplay: changed last powder effect, added sub-modifier on Consume Audio: play SFX when clicking on most buttons Audio: add Boost FX + SFX v1.0 - Extra jam release

  UI: full menu revamp UI: new HUD showing powder state and future/current/new modifier UI: HUD shows delivery time left, used to compute total score at the end Gameplay: Boost feature Gameplay: implement all powder modifiers Gameplay: you know only lose when timer reaches 0 Visual: sprites v2 Visual: main menu artwork v0.5 - Cleanup and fixes

  Flow: Player loses when all powder kugs are sparking or destroyed, with Game Over screen Input: support keyboard/gamepad-only play UI: show and update level progress bar UI: new animated powder keg sprites to reflect powder state UI: fill Credits UI: new fonts Gameplay: each powder keg now explodes (burst to spark) based on total damage received Gameplay: steer speed divided by 2 on first keg burst Gameplay: disabled effect of consume powder for now Audio: add victory and game over tracks Audio: fix music to actually be affected by volume slider Visual: add obstacle sprites (known issue: character sprite is always shown under them) Visual: uniformly color sprites Visual: fix player character smoothing (but potential FPS loss on desktop) v0.4 - Classic jam release

  The game is unfinished.

  You can move in the level and hit obstacles, but powder buff effects are not triggered as designed. You can still click on some powder buffs to consume them into better or worse effects, but the gameplay effects are not visible. Some sprites and artworks are missing or replaced with placeholders. You cannot lose, your health bar just stays at 0% and you will finish the level anyway.

Team

Benjamin Nossin: Game & Level Designer hsandt/komehara: Programmer r0nk: Programmer Rayan: Programmer Stephen Cromwell "IcySoap" (Composer/Sound Designer) Aly El Din Sakr "RatFace" (Artist & Animator) Noémie: Producer & Team manager

Free assets

Fonts Risque (Open Font License) ABeeZee (Open Font License) CAT Frankendeutsch (Open Font License) Fira Code (Open Font License) Art UI pack: RPG extension by Kenney Vleugels (www.kenney.nl) under CC0 Old parchment from https://publicdomainvectors.org/ under Public domain

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