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RogueRally
RogueRally
By comicsans, dav, Embedder72 and onedozenbagels
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 821 | 3.56 | 39 | |
| Fun | 908 | 3.35 | 39 | |
| Innovation | 737 | 3.36 | 39 | |
| Theme | 597 | 3.87 | 38 | |
| Graphics | 1192 | 3.41 | 39 | |
| Audio | 733 | 3.41 | 36 | |
| Mood | 713 | 3.63 | 38 | |
Comments
This is a cool concept! It reminds me of chess. I'm impressed by it being hosted on the web, it's very accessible compared to some of the games stored in exe files. It's a little unclear at first which arrows make you go which direction, but it gets interesting once you figure it out.
Hi, I loved this puzzle game! Reminds me of a board game called Hacker. Nicely done, For some reason the audio was not playing on my machine. Good job!
Based on the name, I'd guess you took inspiration from RoboRally. And for a game jam, it's very neat that you built this roguelike level gen and robot control system. Props for 3d as well
I think what's missing from this that makes Robo Rally successful is time pressure. If there were enemies or something to put pressure on the player, you'd have a real winner here.
Nice work
this was really fun! reminds me of a mobile game i would sit on the couch and play for hours while draining my battery haha! takes a little bit of visualization to figure out which way the little drill is going to turn before you play, but once you get the hang of it, it's alright! graphics were simple but very cute! Great job!
ferrari
2021-04-27 03:35
Really fun, I loved playing. The art just wasn't great for feedback purpose, I wasn't sure if had to get or not the crystals. And when I finished the first lvl, I thought I died xD
miej
2021-04-27 03:42
nice execution on the game concept!
Great game! I enjoyed puzzle game like this. I think it would be great to have a move limit in every level or a counter indicating how many moves it took me to finish a level. I had fun!
bufalloo
2021-04-27 03:51
Awesome execution and great 3d work on web
Good concept! :) I wish we had a bigger stack for actions but other than that great graphics and awesome idea!
Really liked the SFX and BGM, it set a very nice atmosphere to accompany the dark, lonesome scenery. It wasn't very challenging, but I don't think it needs to be! Add some kind of progression system and I can see this being a nice relaxing game to just chill to <3
PS, finished level 10 :) and props to the music creator!
A nice puzzle game! I liked how all of the art fit together and the audio added a chill vibe. I could see adding more obstacles and dangers to the game, maybe with new cards to overcome them. Upgrade paths are always nice too. Special shoutout to the procedural generation; it made interesting levels that weren't insane, quite the feat for a game jam!
The aesthetic was top notch (voxels, chill music, lighting, color palette) and it was enjoyable to just drive around. This was a great submission, and I don't think it needed a win condition (other than for time-boxing how long people spend to review it!).
I beat level 10, but I'm not sure if there was a challenge to it. Did you consider limiting the number of card sets or which cards the player can use (e.g. a Zoolander level where they can't turn left)? I'm not sure if this would be feasible with fully RNG levels, but maybe it could have been done with randomly combining pre-built map areas?
The two map mechanics I encountered were breakable rocks and conveyor belts: * Conveyor belts moving twice instead of once was unexpected to me, but the game doesn't punish experimentation so I could just have fun driving around to figure out how things work. * Similarly, I could take a chance running into the different-colored rocks to break them. I would change the rocks so that reverse into them does nothing (after all, the drill is on the front side!) and maybe require an extra move to break them (fordward-3 through a rock uses 1 to break and only moves you forward the remaining 2).
For some reason, I really enjoyed finishing a level with the backward-1 card (instead of forward-1/2/3). Incorporating style points or adding something like that as a constraint might have felt even more rewarding when completing a level.
Overall, I really like this submission and would love to see where you would have taken it next.
Wow, so much support, thank you! :heart:
@squirmonkey, you nailed the RoboRally :robot: inspiration! Richard Garfield FTW!
@boxedmeatrevolution, your props go to @dav, our audio expert :musical_score: ! They had the most difficult role as the only remote team member, and having to work from only a written description of the game.
Thanks for the kudos, @yetrecalllaw! This was my first dabble in procedural generation :sweat_smile:. It's terrifying to give up level control to an algorithm, but it definitely whetted my appetite to *explore* it more :drum: .
We had a lot of challenge mechanics in mind, but after a few LD entries that were more frustrating than fun, we decided to err on the side of casual. My S.O. said it was my first LD that she's enjoyed :rofl: . We do plan to develop it further though. Thanks to @mharitsnf, @roberto-romao, @jellzilla and others for the suggestions!
I want to give shout-outs to @embedder72 for building the entire state machine, and @onedozenbagels for the drag-and-drop GUI. Sometimes the best praise for a bit of code is the lack of problems/complaints, and that was certainly the case here! :clap:
I think this is stellar! I really think the timeline system is quite cool! I think there should be a challenge in how often I get to try though, that's my only complaint really. I think I'm personally not too good at this game, but I was literally not encouraged to get good because I could try endlessly (More of a mercy really, thanks. lol)
but overall I believe this to be one of the most solid entries I've played.
Wow, thanks @bubbadubc! If there was multiple difficulties (with this being the easiest), do you think you would have tried a harder one?
@comicsans I probably would have (even though I'm abysmally bad at these kind of games lol), if the challenge was just a limited turn count
Great job on the game, its a relaxing take on programming instructions for a robot. I got to level 8, then the generated level was a little too big for my interests. Looking forward to what you all build next!
A chill fun game about programming a robot. More difficult may help replayability, but I enjoyed this version for a laid back experience.
koolruz
2021-05-05 21:45
Pre-programming your characters moves is a really neat idea for a roguelike! It reminds me a lot of robo rally, which I'm assuming was intentional, based on the name! :)
One thing I didn't quite understand was why I would want to pre-program several moves at once, as there seemed to be no penalty for taking several smaller turns. Especially once the available moves became randomized, if you had a bad "hand", it felt like it was better to make one small move and hope for better options next turn, rather than work within the limits of your current moveset. It would have been nice if there was some sort of reward for programming longer sequences into your drill, so that players were incentivized to do so and have fun figuring out satisfying sequences. :)
Overall though, cool game!
@koolruz Originally you had to fill your entire hand before hitting play, but when you got to the end of the level and had to fill out the extra moves with "whatever", playtesters asked to be able to play a subhand. We didn't follow that through to its conclusion that folks would always use short hands, which really undermines any sort of challenge of the game. Given how infrequently you "finish" a level, we should have left it how it was. Thanks for the feedback!
Great work! This is a really nice gamejam entry that plays really well and is a solid foundation for expanding a bit. The robo-rally mechanics work great with the procedural puzzles! The audio is also very well done.
My only feedback would be: - The "diggable" vs "non-diggable" tiles didn't have enough of a difference. Seemed like the diggable ones were just slightly brighter? - The "diggable" tiles didn't seem functionally different from just an empty tile? It didn't take more "movement" to get through them, you just kinda dig through. Maybe you can't back up through them, and that's the only difference? I didn't get a chance to test this out. It seems like maybe the player should be incentivized to NOT dig when it's an option, instead of digging being the same as not digging. - There didn't seem to be any penalty for digging/taking forever. You don't even really get a score on how many "hands" you take. I started out assuming that I could "fail", but then once I hit depth 8 I just entered in random hands and there didn't seem to be anything keeping me to task. This isn't the worst thing, but it does remove any illusion of "challenge" when there are no penalties for mistakes. - Very very small thing, but you probably don't need to ask the user for a "seed" every single time. Maybe on the "initial" seed when they start the game, but it's a bit confusing to see basically the same "prompt" between every level. - There were times that the conveyor-belt tiles were confusing to me. Sometimes I'd move onto them and end my turn, and they'd move me 2 tiles. It seemed like rotating on them moved me 1 tile at a time. I guess it was just basically "end a move on them and you move, end your turn on them and you move" but it was a bit confusing.
Overall, great job!
Always enjoy myself a programming game! Straight forward controls and increasingly interesting puzzles. Really liked the background music - gave it a good vibe. Great work!
This was a great concept and the music was really nice. One thing I didn't really understand was the purpose of having the instruction sets. Maybe if there was some limit to how many programs you could execute per level or something that would make it more interesting. As it was, you could just issue a single command each time if you wanted to which kind of took away from the programming puzzle aspect. Anyway, it is just a minor thing, and overall I enjoyed it.
madorly
2021-05-13 00:40
I really enjoyed the game, the graphics were quite simple but pretty, and the controls were really intuitive.
I had some trouble seeing the grid sometimes, maybe making it brighter would have helped? It was also a bit tricky for me to differentiate destructible walls from other walls.
One thing that I would love to have is a way to tell how well we did on each level (how many turns it took us to complete the level, the optimal number of turns,...), although I understand it could be difficult to implement with random commands.
Overall it was a really nice game, good job on your team!