FoonLudum Dare ExplorerLD42 → Robotron's Inventory Quest

Robotron's Inventory Quest

By jellonator00, alucardx60 and Emelia K.

View on ldjam.com

CategoryRankScoreCount
Overall5163.4523
Fun2953.5522
Innovation2673.5220
Theme1544.0221
Graphics7813.1423
Audio3.7619
Humor3.0219
Mood3.3819

Comments

popdaddygames 2018-08-15 05:45

Ro... bo.. TRON! :)

foxisxiii 2018-09-01 23:28

Good finished game. One of the most entretaining, maybe Ive been playing during half an hour and didn't noticed it, well done!! I would just change the speed of the actions, sometimes you just stop doing things and wait until the the robot does his things. But its a very good game. Well done!! Keep on it!!!

ohmmus 2018-09-03 02:00

This was a ton of fun. Great job!

fernando-tonon-de-rossi 2018-09-03 02:31

Great graphics, they r funny! kkkk good job!

gustavo-christino 2018-09-03 03:47

Evaluation ...

0 - Main Mechanics: The main mechanic I would say would be to automatically confront enemies with current character statuses and his equpment.

1 - Secondary Mechanics: It would be the mechanics that fit (very well) the game in the Ludum Dare theme, the issue of managing the inventory. This part I could not learn inside the game (so I came to do evaluation, before reading the publication again and continue playing a little, hahahahah). Each item has the potential to be a new (secondary) mechanic, so there is a lot to evaluate (and therefore polish and such) in that question).

2 - Learning Curve: In relation to the main loop, from confronting enemies, it was very simple to understand (health points, attributes, equipment, enemies etc). As far as inventory management is concerned, learning has proven to be more difficult (it would be interesting if the game noted the use or not of certain mechanics, and there was an adaptive tutorial, showing only what was not used properly yet, hahahahah ).

3 - Flow: The challenge was growing to the point that I was acquiring skills. Unfortunately, not enough, because I died (but I'll come back and I'll put an end to that green bug). Given learning how to play properly, I think I can better understand the flow (if the game ends, I will understand how far the game flow goes).

4 - Love Points: The character can get items and select what they want to equip!

5 - Presentation of the Narrative: I did not see much about narrative, but the game has the ability to house a good narrative (told inside the game, either through description of items, or through specific lines of specific enemies etc). I think it would go well with the game.

6 - Art Polishment: The audio seemed appropriate to me (still more about the time of Ludum Dare). Visual art can be polished (if the project continues). There is always room for improvement, it is worth emphasizing that when developing a narrative, art may need expansion (also of variation, with regard to audio etc).

7 - Monetization Attractiveness: I believe the polished design could sell by itself (Steam maybe). In casual terms (if the game does not have a great narrative and mechanical variability), could be placed for smartphones and monetize through advertisements.

8 - Community Generation: With the elaboration of character design and narrative, it may be interesting to create a Facebook page to follow the project; which would generate a community around the game (invite me, if you create).

9 - Cultural Dialogue: It takes advantage of the culture upon games that imitate RPG (the virtual RPG), then it can attract of culture for the game in that sense. The game would need to rely more on narrative to achieve the idea of ​​contributing culturally (in various ways).

cristihkj 2018-09-03 15:46

Great game! Very cool and interesting! :D

blubberquark 2018-09-04 08:49

Inventory management minigame!