matevt 2018-12-06 11:22
I couldn't start the game. Neither the Start or the Exit button work for me. Please reply after you release a fix that. Liked the menu art and the sound, looks promising.
Foon → Ludum Dare Explorer → LD43 → Last Key of Robotica 3
By elitegoliath, Drekler, Squiglypig and EquisStenchman
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 814 | 3.05 | 30 | |
| Fun | 755 | 2.94 | 30 | |
| Innovation | 998 | 2.33 | 30 | |
| Theme | 919 | 2.69 | 30 | |
| Graphics | 741 | 3.05 | 30 | |
| Audio | 592 | 2.66 | 27 | |
| Mood | 882 | 2.70 | 29 |
I couldn't start the game. Neither the Start or the Exit button work for me. Please reply after you release a fix that. Liked the menu art and the sound, looks promising.
Nothing appends on start or Exit ! :( Notify when fixed
@matevt @talesofpixelia Thanks for your patience guys. My burnt-brain forgot to add functions to the main menu buttons when they were made pretty by @drekler.
As I expected, I loved the sounds and art. Had a great time blasting those bots!
Wow that was intense. Good Job :)
I am not sure I understood the mechanics fully, but I did manage to get up to Wave 7. This sacrifice mechanic is quite unreliable and not very accurate, since it didn't seem like my droids were doing much at all. Shooting did feel nice, and the game feel was cool!
@nathanhoad Thanks!
@szabe Thanks for the feedback! There was an updated Main Menu with some UI indicators about the mechanics. It looks like it didn't make it into the latest build. I will be sure to get that info block out for future testers. We will also look into the sacrifice mechanic issue.
I did manage to get to Wave 8 or so, the shooting was nice, and it was quite catchy once I understood that killing the ones with green light will turn them to my side. Destroying the vehicle is hard though!
A bit more contrast that you can't walk on the water would be good (I got stuck near it few times, and it often costs you either few lives or whole game).
Anyways, good job!
Cool concept. there's definitely room to keep expanding this and fleshing out a whole story with the world you made, and the mechanics were fun to get used to. The fights didn't feel too repetitive because of the health vs damage choice you were constantly presented with, but they did get a little easy once you had more than 2-3 bots helping out. I kind of wished there was a second weapon or an alt fire mode, to break up the pacing of the fights even further, so if you do want to keep working on this that'll be cool to see. Great job! Hopefully I'll see more of you next jam. Cheers!
Heya, just played and won, yay. I think there is a danger that you get stuck on one side of the map, because the of the vehicles blocking you. I could still squeeze through them, but they definetively made maneuvering difficult. I think the theme is quite weak. The buddy bots are not sparse enough that it really hurts you to sacrifice them. I very quickly gathered six of them and could just heal myself whenever I wanted.
@poweranze Thank you for the feedback! The bots can be detonated to clear debris to make it easier to move. And I think the spawn rate of them is too high as well.
@icegold Thanks for the feedback! We are definitely interested in expanding this game after the jam. An alt fire or additional weapon would keep things interesting! We wanted to include a melee attack, but ended up having to cut it to tie up some loose ends.
Those tanks are crazy. I loved the way your implemented the sacrifice mechanic. Watching the robots charge to their death was satisfying.
Ironically the way to win seems to be to sacrifice maybe one or two allies maximum. Overall pretty fun game although I did wish your allies had some kind of health indicator as they get hit as well.
I like the game although I kept getting stuck on sharp corners. I didnt thing the WASD control and mouse would work when I first moved around but it becomes second nature quickly. Good Job.
@wiredoverload Thanks for the suggestion! We will definitely add some allied health indicators in the future!
@icehottet Thanks for the feedback. I thought that might turn into an issue but didn't have time to restructure the tile collision maps before the deadline. I'm glad to hear that the controls felt natural.
Super hard at first. I thought the tanks were super overpowered but after getting myself into a corner and making 4 robots, I didn't sacrifice any of them and 4 became 5 and then 6 ... for me the trick was getting the critical amount of robots (I would say 6) and when they surround you you can pretty much take your hands of the keyboard and managed to win the game on Wave 7.
Overall a very nice game with lots of bullets flying around and constant running away from the tanks and hiding behind rocks. Great job!
...sorry, wrong comment...
nice game, but first it was too difficult to understand it and the sacrificing was bad, cause it not worth it...
I liked it overall, but the movement speed seemed a bit slow and the blocks/walls on the play field didn't stand out initially. I was getting confused why I couldn't move because I was stuck on a block I didn't notice.
@mccarlp Thanks for the feedback! We will make sure in future iterations that we provide more contrast to the obstacles.
Well thought out top-down shooter. The mechanics are simple and still manage to get you a high fun rating. Your UI looks really pretty, too.
On the other hand enemies (both tanks and robots) feel a bit bullet-spongy imo, so maybe it would make sense to reduce their HP and instead spawn more of them. If I saw this correctly a single suicide bomber was not enough to kill a tank and holding left mouse for seconds on the same target isn't too exiting. Maybe an overheating mechanic would also increase the depth of the gameplay.
But still, bullet sponges or not, nuking people with minions looked awesome :)
This game was pretty tough, I had a hard time even with the first and second wave. The “Sacrifices Must be Made” theme was very clear even in the directions. The mechanics also supported it very well and were nicely explained in the directions. I liked how the directions were explained in the narrative of the game too, it made it possible to feel the role more genuinely. They sounded like instructions coming from higher-ups that would be given to a robot stranded trying to escape the planet and really puts you in the avatar’s shoes right off the bat.
The sacrifice mechanic was very nicely implemented. Having two ways to sacrifice the accumulated “glitched” enemies that were fighting on your side made the choice to sacrifice much more meaningful. I quickly found out that you can’t sacrifice them willy nilly because the accumulation of enemies quickly overwhelms you so I would find myself on my last core of health a lot of the time before I would choose to heal myself at the cost of one of my troops. Also, I would never have my troops self destruct unless I could get them to hit two large tanks as a minimum. Anything less was simply not worth it, even when there were already many enemies surrounding me. This created a lot of conflict and was a great use of the sacrifice core mechanic while strengthening the “overwhelming/panic” core dynamic.
The possibility space was very well organized too. It gave me enough choice of cover and obstacle since depending on my positioning walls would either act as good cover while I attacked or would become an obstacle that I would get pinned against. The addition of water as an obstacle gave a good boost in difficulty too.
As much as I enjoyed the game, I felt it hard to really find a flow in it. It took me a while to figure out what about the game was causing me to simply "not feel it", but I think it might be because the screen seems to be very zoomed in. Having the characters be so large and the “view” of the area be so small as a top down didn’t allow me to think a couple moves ahead since I couldn’t see the enemies, just the barrage of bullets coming at me. This felt a bit unfair since the bullets would not be random but would follow me with very high precision as if they had me right in their sights, yet I had no view of my enemies to know which way to shoot back. Instead of being able to really formulate strategy I was forced to deal with aimless shots at my enemies hoping they get hit and dealing with the immediate threat of bullets already on top of me. This could have very well been done on purpose to provide more urgency and encourage players to get close to the tanks and other enemies, but since there is no reloading or pauses between the constant array of shots it made it made me play even safer and simply find cover and then fire randomly from that area to thin down the wave instead of rushing it head on.
The avatar was very nice and the beginning instructions (framed as a directive that must be followed in order to escape the planet) created good empathy towards it. I especially liked how it was framed as an escape mission instead of an attack and conquer.
In order of satisfaction, I would say the ludemes were Goal, Transformation, Struggle. The goal was very well portrayed with the empathy and the status bar at the top. The transformation was very good as well though since I needed to learn how to sacrifice my troops in a strategic way since they provide so much support alive. Lastly, I didn’t quite enjoy the struggle much again because of the lack of vision.
Overall though I really enjoyed it, good job! There was a point when I was really trying to figure out how to deal with such large numbers and it was great to make the realization that you have to struggle to try and have a positive inflow of new glitched robots. I did this by trying to only sacrifice one when I have accumulated two. After I started doing that, I felt much more confident I could beat the next wave which gave me a renewed sense of excitement.