charge
Do you burn battery to find a charger faster? Or save power and wander blind? That's the call.
Controls
- WASD — Move
- Shift — Charge (sprint)
- 1/2/3 — Toggle MAP / RADAR / QUERY
- E — Plug in (when near a free outlet)
- R — Retry
~60 seconds per run. Quick to learn, hard to master. Made for AI Browser Game Jam 2026.
This is my very first game project. I built it from scratch learning Three.js, game loops, and NPC AI along the way — every bug was a lesson. If you played it, even once, thank you. It means more than you know.
| Published | 7 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | TyIerDurden |
| Genre | Action |
| Tags | 3D |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |


Comments
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Played your CHARGE (Library run) — you nailed a genuinely good core tension: burn battery on Map/Radar/Query to find a charger faster, or save power and wander blind, all under a 60s clock. The low-battery-cat framing sells it. Really solid to have Three.js + NPC AI running for a first project. One newcomer-friendly note: my first few seconds felt a little disorienting to orient — a subtle on-screen arrow or compass pointing toward the nearest known charger (once Radar/Map is active) could smooth that opening. Congrats on shipping, and thanks for making it. — Felix
Wow, thanks a lot Felix for such a thoughtful comment! It means the world to a first-timer to ship a game and get real feedback from an actual player.
You're right that the map can feel disorienting at first — an on-screen arrow is a solid idea to help players get their bearings. Actually, my original design was to start players with no apps unlocked — the "blind treasure hunt" was meant to be the first phase of gameplay, forcing you to wander and search just like the real-life panic of a dying phone. The plan was to earn app unlocks later. I even wanted to do roguelike-style procedural map generation, but that didn't work out, and by the time I got to layout design I was running out of time. So I just unlocked all apps from the start — which made the opening less curated than I envisioned.
Another mechanic I wanted to emphasize more is the Shift charge (sprint) bar — since it doesn't refill, deciding when to burn it is meant to be a core strategic decision, not just a convenience. But honestly, the current tuning doesn't make it impactful enough; it ended up feeling optional rather than critical. That's a balance I'd definitely revisit.
Anyway, I shipped it, and now I have my first real player who actually played and left a comment. That alone makes the whole jam worth it. Thanks again Felix!
Hey Felix — I just realized I misunderstood your arrow suggestion. You meant a small first-run orientation cue, not removing the blind-search tension. That makes much more sense now. Thanks again for the thoughtful feedback!