Foon →
Ludum Dare Explorer →
LD44 →
Roboxery
Roboxery
By cozmic
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 813 | 3.16 | 44 | |
| Fun | 981 | 2.73 | 45 | |
| Innovation | 467 | 3.21 | 46 | |
| Theme | 778 | 3.06 | 46 | |
| Graphics | 671 | 3.34 | 46 | |
| Audio | 596 | 2.77 | 46 | |
| Humor | 840 | 2.25 | 39 | |
| Mood | 928 | 2.76 | 41 | |
Comments
Crashes on linux:
``` morozov@morozov-300V3A-300V4A-300V5A ~/tools/Games $ java -jar Roboxery.jar Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.NoSuchMethodError: java.nio.ByteBuffer.limit(I)Ljava/nio/ByteBuffer; at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:133) Caused by: java.lang.NoSuchMethodError: java.nio.ByteBuffer.limit(I)Ljava/nio/ByteBuffer; at de.cozmic.graphics.DrawData.flush(DrawData.kt:27) at de.cozmic.graphics.Renderer.flush(Renderer.kt:108) at de.cozmic.graphics.Renderer.render(Renderer.kt:337) at de.cozmic.graphics.GUI.button(GUI.kt:37) at de.cozmic.states.MenuState.render(MenuState.kt:37) at de.cozmic.Game.render(Game.kt:62) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
morozov@morozov-300V3A-300V4A-300V5A ~/tools/Games $ java -version java version "1.8.0_101" Java(TM) SE Runtime Environment (build 1.8.0_101-b13) Java HotSpot(TM) 64-Bit Server VM (build 25.101-b13, mixed mode) ```
Please let me know if you need any more debugging information.
cozmic
2019-04-29 12:19
Thanks for the note. It should be fixed by now, compiling it with Java 10 produces Buggy Bytecode for Java 8 in regards to ByteBuffer it seems like.
With enough patience, you can just position yourself and wait for boxes to come. With little of though into level design, this can become a very engaging game.
Crashed on me for no reason when playing level two :/ Interesting concept but there's really not much to do than wait for the next box and drive the same routine over and over again til the tank is full. It would be challenging if the boxes would just keep spawning somewhere or if sell spot would change position after some time.
cozmic
2019-04-30 21:01
@jesus-gonzalez Thanks for the feedback! It's right that theres a pretty "easy" soluton to each size once you find it, I didn't want to make it too hard, but maybe making it a bit more challenging wouldn't be too wrong
cozmic
2019-04-30 21:04
@xoxo4c756c75 Thank you for the feedback! Sorry for the crash.. Like I wrote above, a bit more challenge probably would be nice, yep.
kostasvs
2019-04-30 21:50
The game looks and feels very nice and polished. However I didn't undestand how I fill the energy tank, all I could do was to sell or break boxes and get energy for myself :/ also I didn't understand the purpose of scaffoldings.
cozmic
2019-04-30 21:54
@kostasvs Thanks! You have to "interact" with the tank, the same way you pick up stuff and place it down. The controls were meant to be really simple in that regard. And the purpose of scaffolding is so you can reach the tiles you need and not overshoot because of the movement
le-slo
2019-05-01 01:49
The idea is good, but the level design is not the best to make the mechanics shine, as you have to repeat actions, making monotonous the gameplay. Apart from some bug movements (a box in the wall), the graphics are nice and overall is well executed. Also some music would have been great!
cozmic
2019-05-01 07:07
@le-slo Thanks for the feedback! I'm already planning to make everything a little more active and dynamic in a post-jam version.
hunter-x
2019-05-01 11:50
I like the concept; while a lot of these Sokoban/ice maze style games only have a single objective, this has a few different tasks that need to be completed. I did feel as though the timed box spawns didn't mesh great with the puzzle-like nature of the rest of the level - once all the scaffolding is in position it just becomes a case of sitting around and waiting for boxes to spawn so you can gain enough energy and make it to the output container. Perhaps this might be solved by instead having a fixed set of goals for each level and a limited number of 'moves' to complete it, which can be increased by reaching the batteries scattered about?
The audio and graphics were a good fit, and there's definitely a lot of potential here. I look forward to seeing how it progresses in the future!
A very challenging puzzle game. The tutorial and the different size options are a great addition. Graphics are clear and quite nice. For 72 hours this is great! If you ever want to expand the game, I would love a more user friendly tutorial with less text on the screen at the same time. Hope you had fun developing, well done!
cozmic
2019-05-01 12:24
@hunter-x @hare-software Thank you very much! I'll take both your suggestions into consideriation for a post-jam version!
fun idea, would love to see it fleshed out into a a full game :)
davidus
2019-05-01 12:56
Cool idea!
ronin748
2019-05-01 13:58
Worked great on Linux. Nice mechanic and graphics.
cozmic
2019-05-01 13:59
@davidus @jofersgames @ronin748 Thanks for the feedback!
Amazing game, really great concept! Would love to see this made into a full game!
entropy
2019-05-01 16:15
The concept of the game is promising, I like the idea developed with the scaffoldings that help you move around. I had a hard time completing the first jobs at first, but it was worth it :) EDIT : the artwork is really neat ! And the tutorial is really good as well.
Nice puzzle game! It will be nice if boxes spawn in random places and you need to pick them fast or they will block you.
Neat idea but just waiting around for a box to spawn is not fun. The smallest level was very easy, biggest hurdle was not getting bored while waiting for the spawns. But the other two gave me some problems...
In the second level I just couldn't get enough energy from selling the low value boxes and breaking them wasn't really an option either since it was too reliant on RNG. I dunno, the box values were barely enough to make some profit but didn't seem like enough to warrant a journey to the charging station. Seemed like it would have taken ages to fill the battery.
The biggest one I just couldn't even more the frames correctly to get a smooth path from spawn point to selling point and was constantly met up with the following bug(s) so I gave up. The box values also seemed as bad here as they were on the middle level.
roboxery-bug.gif
Also managed to break through the wall myself once and got stuck there which wasn't fun...
roboxery.png
Anyways, good job!
cozmic
2019-05-01 17:10
@antti-haavikko Thanks for this elaborate feedback! Sorry about the bugs, I know about those but couldn't yet find a fix for. The repetiveness of the actions and the waiting around will hopefully be fixed in a post-jam version. About the level solving issue: The first size is intended to be really easy to get the core mechanics across (You really need only one box sell to complete it in the best scenario) The other two are meant to be harder, but I managed to solve every. There even is a pretty easy solution to every size, but it's not too obvious
jjjjason
2019-05-02 04:03
This is a clever idea for a puzzle game, and while this application of the theme has been pretty common this LD I think it works pretty well here.
I agree with the above posters that some tweaking could be done to help streamline the game. I know it's a core mechanic of this almost Dominion-ish train system you've built, but I don't feel like there really a need for the jobs to take as long as they do. I think even just speeding that up would make the game way more fun as it greatly shortens the iteration and experimentation time.
For example, I figured out 12 (at least I think I did!) in about a minute (quick aside, the puzzles that arise from this sokoban-meets-ice-sliding mechanic are pretty novel, and I'm looking forward to more), but then had to spend a *lot* of time charging up before I could submit my solution.
Edit: Also wanted to say I can't place exactly why but I quite like the visual aesthetic of the game. This one's been in my LD backlog for a while now but I've been itching to play it, enamored by the screenshots.
Nice logical game
cubicode
2019-05-03 14:03
Cool game, I had fun playing it.
I like the idea of being able to break the boxes if I can't figure out a way to put them into the target.
Was challenging and fun, though there was quite a lot of waiting time.
ok
Thank you for submitting it to my stream, I had a great time playing your game! It did take me a bit of time to figure out what I needed to do, but that is just because I am not that great at puzzle games. But when I figured it out things slowly started to be solvable :smile:
I think that you have a good difficulty level, interesting puzzles and great game design. I also like how coherent the graphics are! It just feels like a very complete and well put together game.
Fanatic job!
Interesting concept. :smile: I found it too hard tho. I've tried several times. 6x6 I can take all the time, but for larger ones, I feel like I need to rearrange some scaffoldings to be able to move around which takes all my energy.
But I might be holding it wrong :wink:
Very well done. Keep up the good work.
As @simon-rahnasto said: Fanatic job! :sweat_smile: