ROBOT POWER by Imphenzia 2017-07-31T12:11:23Z
(+) - very nice graphics - good level design - theme, atmosphere
(-) - controls - no rotation of the robot when using the jetpack, it feels strange - when you die, you restart at the very beginning ...
Foon → Ludum Dare Explorer → Users → Nyri0
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 44 | Your life is currency | Aeternum | compo | 382 | 3.05 | 2.50 | 3.10 | 3.60 | 4.10 | 2.19 | 3.72 | ||
| 2018 | 42 | Running out of space | RoboCoup | compo | 262 | 3.54 | 3.02 | 3.54 | 2.91 | 4.18 | 2.66 | 3.15 | 3.54 | |
| 2017 | 40 | The more you have, the worse it is | Frank's escape | compo | 508 | 3.05 | 2.90 | 2.52 | 2.00 | 3.85 | 3.00 | 2.89 | ||
| 2017 | 39 | Running out of Power | Broken Shuttle | compo | 173 | 3.57 | 3.44 | 3.25 | 3.70 | 3.33 | 3.14 | 3.11 |
(+) - very nice graphics - good level design - theme, atmosphere
(-) - controls - no rotation of the robot when using the jetpack, it feels strange - when you die, you restart at the very beginning ...
Really good idea and I like the graphics and audio. The gameplay isn't balanced yet, and you spend most of your time dying because the guy falls asleep and you didn't hear him yawn.
You've had a good idea but not enough time to make it work. The UI isn't really clear, there are numbers but the player has to guess how to play. Actually there are not many actions and the gameplay isn't balance. I hope you'll have the courage to continue the game after the end of the game jam.
Really good graphics and ambiance, but is the gameplay just backtracking or did I misunderstand something ?
I've tried it as well and it was really fun. I kept accusing an innocent who himself kept accusing another innocent and we finally had the robot put in jail but we almost replaced him at the last round :D I really like the idea of having a detection deck with one fake card. In our case it created strong charges against a human, because he was analyzed once with the robot and once alone with the fake card.
There's one thing to improve: I spent the whole game repairing the same room because I was alone there. Oxygen level should lose 1pt per round and rooms should be more connected.
(+) - Idea - Game mechanics
(-) - There's sound at the beginning, but then you cab't hear it anymore - Very simple graphics, no storytelling - In space, you shouldn't lose your speed.
Really nice game, I like the idea of monsters who fear light, and how you used it to conceive your puzzles.
I hope you will continue working on the game after the jam, here are some ideas of features that could be great in the game: - ability to change the orientation of lights - lights with an adjustable delay of activation - different types of lights, for example red / green / blue and you must combine them to have a powerful white light
etc
Good luck and thanks for this game ! ;)
Good idea but there are still many bugs: spawnwin, win when you shouldn't, don't win when you should (cf picture) bug_power.png
Great job ! Nice graphics, nice physics for the wires. But the lack of detail on the screns and the blinking make it really hard to think about a solution without testing many combinations.
Nice proof of concept of your engine ! And also GG Marjolaine for the assets and the scene, hard thing to do in only one week-end.
I hope you'll continue working with your engine and make it suitable for large levels. Good luck ;)
Hi ! I really like the idea of the game, and I hope you will continue working on it ;)
Here's some feedback. Dont worry if I seem to be too negative, I'm better at telling what I want to see in the game than highlighting what is cool in it, and for a game made in 48 hours it's already cool :) - the user should have more control about the use of the energy: repair the shield of a friend unit (or itself), transfer energy to a friend, etc. - the interface should be more readable, for example by using quadratic Bézier curves instead of lines, and curve them to the right from source cell to destination cell. - you should include distance in the mechanics, so that the positions of the cells really matter.
Good luck, and I hope my feedback will be useful !
Really nice graphics and ambiance !
The concept is also cool but when you don't have much energy you're so slow it's impossible to go back to an oasis... So I have to go really often to an oasis, sometimes twice in the same combat. It would be great to have the ability of moving with keyboard because moving and fighting with mouse feels strange.
Overall, good game ;)
Really cool game, nice graphics and audio, but the controls and the camera make it really hard. The camera movement should be much smoother, when you change your direction the camera seems to be hurt by an asteroid x)
(+) - graphics - idea
(-) - you don't explain how the game works, what is the purpose of the red lights, etc - problems with controls: spacebar often doesn't respond - no storytelling
Really good game and interesting puzzles ! I like the simple graphics of the levels but the design of the robot could be better.
Great work on the graphics and controls. You should give the player more information on how to play. And also we often die, not knowing why, and I've never found this motorship I have to find.
I've had much fun with your game, congratulations ! And you completely destroyed the 4th wall, that's nice :)
Thanks to all of you for your reviews!
@gistnoesis Sorry for the trackpad. When I make an update of this game, I'll allow control with keyboard (it's really easy, just two if-then-else statements to modify).
You're totally right for the levels, I wanted to do so much more, with more planets, little asteroids etc. But I obviously didn't have enough time... The levels system actually supports that kind of levels, I just need to have time and courage to make new levels (drawing the sprites, conceiving the levels, playtesting).
@gonutz I'll try to make a 32bit executable but you can already play the game without it: download the source code, install Python from https://www.python.org/downloads/, open the Windows command line (cmd or Powershell) and type `pip install pygame`, then double-click game.pyw and you can play.
I really like this game, it's even my favorite in all the games I've tested in this edition so far ! Nice concept and puzzles, cool graphics and audio. Please continue working on it, because it's awesome ! :)
Nice beginning of a game, i like the simple graphics and the colors. Good idea to make elevating tiles and slow ones, but this ideas could have been used better in the level design. Don't hesitate to make the level design richer, multiply the possible paths, and eventually give more time to the player so that the difficulty isn't only related to good agility to jump safe and fast. I assume it's due to the lack of time, but the main character should have some animation. The energy indicator shouldn't have so little steps too, you can use interpolation if you don't want to update it with shorter interval in the game logic.
Good game, I like the concept and the graphics.
However, you should balance the gameplay because on the second try it was never ending, I stopped playing at 51000 because I felt it would last too long without any special change.
I enjoyed the game, congrats to have made it alone in one week-end ! I hope you'll continue working on it, adding powers and levels.
Something that should be changed is that big ennemies aren't actually stronger than little ones, and can be killed with one-shot. As they're more visible for the player and more impressive, they be the number 1 enemy that the player wants to kill.
Hi ! It's a good idea to make a game about algorithms and it awakes the Dijkstra in all of us. It would be a good idea to give more information to the player, for example the best path he could have made, etc. You should also make the game less repetitive, add some mechanics.
Good luck if you want to continue it and extend the concept !
As the two others said: nothing to blame about the game design and the graphics, but nothing new either. There have been plenty of games like that and you didn't try to add a single think to make it yours.
I encourage you to keep the game engine and add a twist, levels, improve the atmosphere, etc ;)
Really good idea but I'm not good at it x) Enemies should spawn at only a few points, and you should damage multiple enemies in a zone when shooting.
Hey! Congratulations for your game, as you're first year game dev students. I'm too young to have known this kind of games before it was retro, but I think it gives the feeling of what they were.
However, the movement of the enemies is too jerky, much more than in Space Invaders for example, and it quickly gives me headache. Please interpolate it a little, should it be only twice more frames.
It's cool you had time to do this in one day. The graphics remind me of old PlayStation games.
Though the character is flickering, which makes the game almost unplayable. Moreover, the camera and the controls are a bit weird. I often don't see where I'm going, the controls are not really reactive.
Hum I have a lot of technical problems. First, on Firefox Quantum I have 403 Forbidden. Second, on Chrome, the fullscreen mode reduces the field of view (square in the center of the screen), and your solution doesn't solve the problem of mouse locking anyway.
Any idea to make it playable?
Looking very nice and artistic, I appreciate the shadows effect.
The game should be a bit more dynamic, on my first try I had to stop after a few minutes because it didn't seem to get more difficult (I had around 3 million points). The player should move faster, and the stars could have some basic AI to make them less predictable and more dangerous.
Overall: nice idea and well executed, just not balanced yet.
Wow that's very nice and unexpected. I watched the video of Numberphile and this game is a nice way to play with the tricks and learn tricks. Sadly I don't know yet how to juggle, but one day I'll learn :)
The program is very polished, I like the different views, the simple yet nice graphics.
However the controls are tricky and not natural, even in the menu (C to choose an option instead of Enter).
Nice game, I like the implementation of the theme, the game is fun to play, and quite polished (which is good for a pico8 game).
Something that could really improve the game is a simple animation when the numbers go down, in the beginning I didn't understand that it was actually the same level. Moreover bonuses are reset, so it doesn't help. And I think I'm not the only one, because krammetje (a few comments above) says he didn't understand why he got Game Over.
I have had an infinite loop, as you can see on the picture a ball is bouncing horizontally between the 2 walls (it's not really horizontal because it moves a bit up and down and once in a while hits a number). Moreover it doesn't seem to get the bonus.
bug_kabloo8.png
Overall I really appreciated the game ;)
I had a lot of fun when playing this game, and I like how it goes crazy when the number of zombies increases. Moreover the sprites and the music are nice. The theme was completely respected while making the sequel of a game you've made before, good job.
Though the game goes really slow after a few minutes and hundreds of zombies, on a quite good config (i5-4210U and GTX850M).
Great graphics, I really like that kind of graphics, it immediately creates an atmosphere. The comnbat mechanics are really poor though... Only one kind of attack with a bad animation, I don't know how to time attacks, avoid the ennemy's attack, etc.
The camera is very simple, it is locked at a fixed position relative to the character, and when there is a blocking element it is projected in front of this element, on a line from character to original position. Didn't have time to tweak it, and it was also too late to change the layout of the level (I should have made it waaay bigger).
When I read the theme, I thought about ways to use it in the mechanics but no idea was interesting enough so I thought about making it about money: having more money doesn't necessarily make you happier. I should have more emphasized this aspect.
Sorry for the helicopter asset, I've made it in 15 minutes at the very end, I've not even had time to implement a message when walking close to the helicopter. And the roughness value is definitely too low, it has a shiny metallic aspect.
@nikchernyakov It's not a bug: firecrackers can be only used once, though the screwdriver can be used as many times as you want.
I wanted to use the theme more, but my final game has so few mechanics... The only link is that all this stuff happens because Frank got a lot of money ^^' (the more money you have, the worse it gets)
Hi! There are interesting elements in the game, like the idea of having two kinds of phases, and the fact that the tiles that you have colored yourself can harm you.
However, everything is too predictable and repetitive: the ennemies patterns are very basic, the timing is always the same. It could have been nice to make a procedural system for the phases, so that only a variation in the music would indicate that there will soon be a change of state.
There are problems with the collisions: sometimes you step on a square and its color doesn't change, and sometimes ennemies harm you without touching you. Moreover, it should be possible to color the square you're on, instead of coloring a square only when stepping onto it (it is very annoying when you begin to color and have to come back).
Funny idea and very polished implementation, but it is very frustrating because I don't really see the purpose of being good. What the previous person has done doesn't really affect your game, and what you do doesn't give you any reward, score, etc. It shouldn't be scrolling like this, or you should find some mechanics to make it fun.
Moreover, can't we pass the intro ? It's very annoying to have to see it every time.
Really nice game, cool mechanics, I like how I can wake up ghosts to make them move out of the way.
The graphics are a bit inconsistent (top or side, can't decide), and you could have taken more time working on the character and creating a cool animation, as it's the thing you see all the time.
Overall, nice game, nice you've done so many levels for a game jam.
I like the low-poly-style assets, though proper materials or post-processing would have made them a lot better: either to add relief or target a cel shading look. Making the water move would also have been nice.
The gameplay itself is ultra repetitive and not really fun, I justed walked around to see the map.
So, it's a good beginning but the mechanics should be improved.
Nice graphics and controls are smooth. But is it even possible to get hit? I completed the level on first try, I don't see how is it supposed to be difficult.
Very nice graphics! The game is a good beginning but the combat mechanics are very limited: only moving and one kind of attack. The camera can be improved, for example I don't see what's happening when my character is behind a pillar. I've not found how to start a new game without closing the program and restarting it, it should be possible.
Nice idea, very good graphics, you worked on all the details, like the nice rotation of the objects when falling, etc.
The click bounding boxes are too small though, I miss many objects because of precision instead of reflexes. The music is a bit disappointing too: ver y repetitive, after some time I just cut the sound.
Can work well as a mobile / tablet game.
It's well written, it's interesting, the drawings are nice (though many drawings are missing probably because you didn't have enough time to draw) but I regret there's no interaction with the player. We don't move, or choose what to say, etc.
Really creative and polished game, I enjoyed a lot playing it!
Win, yay! I like puzzle games and this kind of non-euclidean space puzzles are very interesting to me.
However, the game feels a bit empty, and also there's some backtracking to always go back to the starting point to get a book.
Really cool atmosphere, though the gameplay needs some more work. Enemies go through obstacles whereas these one kill us in the instant, also you can't change the height of your cannon (you move only to left and right so up and down arrows could be used for that). Also it takes a while to kill a low enemy so you can really focus only on one if you don't want to let it go, and meanwhile you have to avoid the missiles of the other enemies that you won't be able to kill.
@designernap yes I figured out how to kill the bombers but there's no way to adjust the height of the shot, right? I know that's some more work and time's limited, but I'm just giving ideas for improvements ;)
Without adjustable angle, you have to wait for the enemy to be at the right position to shoot.
@designernap yes sorry by "enemies you won't be able to kill" I meant that you lack time to kill all enemies because it takes a while to reduce their HP.
Really interesting concept and executed so well. GG for the quality of the UI, it's good work in this ridiculous amount of time.
The graphics would benefit from being a bit less flat IMO (while staying in a minimalistic style, but there could be a different font, and some texture). The default set of brushes in Krita 4 allows to create amazing texture in a minute.
Overall, that's again high quality, I've been following you for the last few game jams and you keep surprising me. Keep up the good work!
Really nice game, I really like the graphics, the sounds, the mood, the idea. And your engine seems to be working just fine :)
However it seems weird to be on a band, you should have found a way to make it feel like you are in a huge desert, even if limited in movement on this band.
But overall the game is really cool and original ;)
Once again the master of pico8 strikes with an interesting and original game. The concept is fun and funny, the retro style works fine with it and the game is very polished for a gamme jam entry.
However it would have been interesting to have a bit more time so that the difficulty to move really becomes annoying :)
The difficulty curve is good though and the game can keep you playing a few times before becoming repetitive.
The idea is really good and the game is fast-paced and could be great with more time to work on it.
However the controls are hard to handle, don't always work well, and also I didn't manage to use the barrels. Moreover the installation process is painful because I had to figure out what libraries were missing (hint for those who have to go through this process on Ubuntu: `sudo apt-get install libglfw3-dev libglfw3`, `sudo apt-get install libsfml-dev`, and copy sfml includes in the include dir).
The graphics and the music are cool, it's consistent with what you've done for the previous editions (LD 38 and 40). Good work overall ;)
Nice game! We have this joke in my family too (and right now I'm playing suitcase tetris because moving back to my country after 1 year abroad).
The UI is good and the game is looking nice.
Interesting idea! There's just a few things that make the game less enjoyable IMHO: the fact that when a planet dies spaces shrinks a lot suddenly, and the fact that when planets collide they immediately die, whereas it would have been fun that they bounce against each other and it alters their trajectories (and very likely they'll die anyway in the sun or out of space).
Anyway, overall that's a good entry! :)
@amras0000 thanks a lot for your constructive review! The gunshot noise was done with sfxr.
I should have put more application on the writing, but I was so short on time that it ended up being quite flat, following my script closely but without much style. Game jams and me, a long story of love and hatred :)
Also I made a fix for the numpad thingy, because that's blocking players.
@verbante happy to see that somebody got the Asimov reference :) Sorry for the feeling of guilt, I know it would have been interesting to make a good issue to the game but that would be a game way bigger than a ludum dare compo entry. This game is about oppression and the absurdity of division. I chose to show more the differences between individuals than between groups so killing appears as absurd.
@wolar I'm glad you liked the graphics style. You're right that there should have been some background sounds to contribute to the atmosphere, but I was even too short on time to make the intro as it was planned. "you have cleared the building" means that you killed all humans and no robot. Killing a robot displays a meessage "game over, you killed a fellow robot".
Thanks for your review @mikethewayne ! Sorry for the a-b-c thing, it was a late hotfix as I was told that the game wasn't playable without numpad. And as I don't use a qwerty keyboard, what makes sense for me doesn't make sense for the others. That's also the reason why I provided the arrows as an alternative to WASD.
As you said the lift and the mechanics to show only the room where you are were a big part of the technical work, along with the dialogue system.
I regret being so bad at animating my drawings but I'll work on that. And next time I'll try to have more audio, too.
The idea is cool and as the others say it's fun to see a 2d game suddenly become 3d.
However 1st, 4th and 5th dimensions were a bit disappointing. 1d could have been on a single line (for example [Line Wobbler](http://wobblylabs.com/projects/wobbler) is an interesting 1d game), and 4d is more complicated, there are some good attempts like [Miegakure](http://miegakure.com/).
Anyway, good compo entry ;)
Interesting concept and nice graphics for a solo entry. I was quite frustrating to see that there is no score, after playing endlessly and just giving up because I was always able to make it (even though the shop keeper was buried in trash). Maybe the timing could be reduced over time or something like that.
That's a very original game and I love that! Also the graphics are cool (and the music though it's not from you), and there are cool details (that I won't spoil here).
I would have liked to have more of it ^^ (and btw we runned -> we ran)
I'm impatient to see more from you :)
As many have said before, it is a bit hard to figure out the mechanics. But that's an really interesting puzzle game with awesome graphics and cool music, it's good to see that level of quality in a game jam!
Nice game, funny idea! However, as said in the comments above, controls are not working well, it's hard to move cats.
Hey! I like the game, the art and the levels are cool, however I would really have appreciated two game modes, the normal mode and an easy mode where you don't have to restart everything when you die. I can't handle the frustration of redoing the same levels but would have liked to keep playing and see all the levels.
Really funny game, and nice graphics!
One of the best games I have played so far for this edition. I really liked how you needed to combine all these items to explore new areas and finally get to the cup. Good work!
Interesting idea and nice atmosphere! The AI of the ents is pretty stupid though: the builders don't go to the closest flag, so sometimes there's builder B_a in point P_a, builder B_b in point P_b, and builder B_a goes to P_b, builder B_b goes to P_a
Your game looks great, if you make a Linux release I'd be happy to test it.
@gil4 Unfortunately the Linux build doesn't work properly, even after installing the missing dependencies. I can launch it and hear sound but the window is very small and all black.
Anyway, don't worry too much about it, if it's only a beta feature for the engine you're using there's not much you can do. Thanks for the effort.
Really nice atmosphere and wonderful graphics.
There are a few bugs like the boat doing a 360° rotation and sometimes going through walls, but overall it's pretty amazing. Bien joué!
Thanks for all your comments! I know I should spend less time on the art because I can't go very far with the story, but I liked giving the game its own visual style. I have drawn with Krita and a Huion 1060 PLUS tablet.
Also the writing could be better but writing under pressure in the middle of the night in a json file isn't really inspiring :laughing:
Yay I succeeded! Nice concept ;)
Really funny, the sounds are amazing :laughing:
:laughing:
I tested the game on Linux, this build seems to work fine.
I like the visual style (though it's lacking something to really feel underwater, but the time is too short in a LD for particle effects and shaders).
However the controls are a bit weird: the gamepad doesn't work well, a and d don't rotate (only the mouse does), and also when you're not moving but you rotate the fish moves on the side.
Really nice mood and visual style. And thanks for the Linux release, it works well.
It's unfortunate that there's no gamepad support for a platform game, I'm really bad with the keyboard.
Really good game, beautiful graphics, nice music and mood, fits perfectly in the theme.
The game is absolutely beautiful! I didn't find the gameplay so enjoyable though, it's very repetitive.
The art and the mood is absolutely great, good work for that! Yes I know it's hard in such a short time to achieve a better gameplay (you need to create more enemies etc)