Man, let me just start by stating that it has been a long time since I've decided to look at Newgrounds. I got home from work, slept off my fatigue, and then realized I'm sick with whooping cough and immediately became fatigued again. None of my games felt appealing, so I just so happen to check Newgrounds without realizing it's one of my favorite times to review games: Ludum Dare.
Keeping in mind that Ludum Dare was just around the corner, this in itself almost feels as if though it were an entry into the event, or was meant to be one, even if I don't see the theme rolling into this as "unconventional weapon". After reading the description I realize that this is somewhat of a prototype. Something you are working on, but not in the mood to release a fully realized title without community feedback. Which is perfect in my book. The reason I enjoy Ludum Dare is because of the unfinished and unrefined nature of the games that are more or less "built" by the end of the competition, meaning you get to be cruel with your critique, but feel like your cruelty is going more or less to what could be a revisited project rather than simply reviewing a finished one.
So concept-wise, I'd say this is nothing particularly new. The game/prototype ends very expectantly and I feel as though if you wanted a better test run on the community a larger game should have at least been built with a few more added mechanics to let others know where this is going. The lightning based abilities seem more to be theme in essence rather than vital to any sort of game mechanic or role. The platforms you charge up and the buttons you can press sum up to any old regular switch and trap setup. I feel this could easily be improved upon by having some more electrical-current themed puzzles to do things like magnetize objects towards or away from you or to change the voltage or recharge ca (cranking amps) on a battery when considering building a more final product. We need more of a feeling that the electric aspect of the game exists more so than the average platforming, otherwise it just feels like a generic platformer with generic upgrades. Just a thought, but a unique addition of needing a ground and hot wire to keep currents in flow would be awesome. I couldn't explain how to make it a game mechanic as I feel it would be easier if I could just program it myself to provide a visual, but I have no skills regarding that. Using stuff like breakers and fuses, just all the works that are involved in electricity. That being said, the game itself is decent enough. Puzzles aren't particularly hard, but that's probably for the best considering getting stuck too long on a puzzle, especially for a beta, makes the game less atmospheric and more frustrating. Only real bugbear I found was that light platforms aren't instantaneous, meaning if you slide from a button directly into one you would get stuck and have to restart. Stupid me got stuck inside one of those three times in the exact same spot, even when I knew to avoid it. Silly me.
So overall this is a definite 2 and 1/2 stars. But for anyone who reads this you should remember that it's the review that matters the most and not the score. I'm always reluctant to put a score on anything since it feels arbitrary. My thoughts and feelings aren't defined well in numerals.
(Good luck with your project! I hope you consider this review well and I have only good will to send your way. All games can be fun and interesting with some love put into them. Hope you decide this is worth it!)