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A jam submission

Roody:2d DemoView game page

A factory where the machine details are designed by you.
Submitted by redinator2000 — 2 days, 8 hours before the deadline
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Roody:2d Demo's itch.io page

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Comments

Submitted

I recorded about 3 hours of your game, which is the most recording I had done this DD.

I hope you're going to watch it all and find it useful

I split it into two videos in:

https://mega.nz/folder/PYMBCI6A#kb__dlWiUsmt-zPha-iBtA

I am going to delete the folder when DD52 comes.

Let me know how it goes.

Developer

Hey thanks for playing! I've decided to re-do the "crafting" tutorial from some other streams, and this is more evidence of that.

Having a sign that says what world you are in at the start of each tutorial makes sense

I might need to add something that says "hey try flicking all the levers". You missed something cool here at the end

Submitted


I just checked. It's an interesting self digging machine. Maybe you should allow players to explore after they are done with that automation quest. The only games that have anything in common to your game are minecraft and starbound, and to me these type of games are all about exploration, farming and cooking, so even thou I am not your targeted audience I admit getting the automation going in the final quest was quite rewarding. I am curious what you are going to do with the tutorial, and if you plan to expand the game in other directions besides automation.

Does this look right?

The tutorial could probably use more places where the player can be creative and solve more creative tasks with their newfound knowledge while the knowledge simmers in their heads. On the other hand, if the player tough out the tutorial, they probably have all the ground bases covered and can just continue.

Is it possible to save in the demo?

I'm no longer a candy ass roody poo and did the tutorial

I still need to play more to automate more but at least until the tech tree runs out and I have to find what to do next it's neat. Most annoying thing is how when you pick up items it takes your current hand slot, assuming I'm not doing it wrong. Might update my post if I finish the existing content.

Developer
Most annoying thing is how when you pick up items it takes your current hand slot, assuming I'm not doing it wrong. 

I assume this is when you pick up a new 1x1 block, if you didn't have an empty slot in your hotbar, it replaces the currently selected slot.

I'm questioning if this was a good idea, but I'd like to know your playstyle first


Have you experimented with the lock icons under the hotbars?

How often do you press Q to clear the hand?

How often to you press mouse3 to quick-pick a block?

(1 edit)

>Have you experimented with the lock icons under the hotbars?

No, I recall seeing an unlocked padlock symbol but never toyed with it.

>How often do you press Q

Sometimes, it's not really in my head to do that even though I'm aware that's how it works

>How often to you press mouse3 to quick-pick a block?

Very often. In fact, rather than searching the inventory, it's much easier to open the guidebook and middle-click pieces from the guidebook to find items because it's pretty hard to locate items in the inventory/hotbar. I don't think I really use the hotbar, I just middle-click if I want anything.

I don't know if I'm doing things right but it works (Edit: I'm not, I set up the capacitor without a potentiometer and I've found out that I'm mistaken in thinking magnets stop actuators from pushing)

(2 edits)

By the way, here's a set-up that crashes the game 100% of the time.

When you pull the bottom lever that keeps the middle actuator up, the actuator pulls the conductor into the actuator's own block and the game crashes. Presumably, the propulsion core moves the acutator up 1 while the conductor moves back. This happens both if the conductor is welded to the actuator head or if it's loose.

Submitted

I like the idea!

The tutorial was a lot to take in all at once, I think it would be easier on players if you just gave them blocks to build stuff with instead of showing them an already completed machine and explaining how the parts works via text.

I understand that you want people to get automation right away but one of the reason tech trees exist is to stagger that information as the player progresses through it.

It would also be nice to have a clean slate world to experiment with and experience a normal start.

This demo is light on actual gameplay so it's hard to give feedback on the game proper, but it does look like it's going to be fun.

Submitted (1 edit)
  • the first toggler being one that moves you offscreen is bad because i was just pressing f on things on the screen to find out what a toggler was and i almost missed it
  • i don't like that the tutorials can spam up the screen
  • i don't like the 's' you use for LCD text lol
  • i would suggest using an entity detector for the entity detector tutorial instead of a toggler
    • why did i need to learn about it so early when i have no use for the information?
  • why is there a second toggler tutorial?
  • telling players to turn off sticky keys is kinda the opposite of what you should be doing as a game developer. if they key you use causes problems you should change the key
  • i'm sure you intent the rotating blocks over gaps part of the tutorial to be about making bridges, but people will just move the blocks and then try and jump over like its a platformer
  • i think the way that building freezes until you move is smart
  • i couldn't figure out why it felt like sometimes i could pick up different blocks during the final part of the basic tutorial until i put the held one down and sometimes i couldn't
    • i just saw the streamer's VOD of this and realised that there was an inventory that the game didn't clarify existed. i was just right clicking stuff to add it to my slots and sometimes it worked and sometimes it didnt
  • there's like 4 more tutorials after this that i don't have the patience to sit through

this game is one i wanted to try for demo day but i knew i would have to do too much active learning just to get to the part i wanted to be at. i played it now cause people in the thread were talking about the tutorials. one day i may find myself in a more patient mood and give the full experience a fairer attempt

Developer

I'll add a note that you can change key bindings by the sticky keys note. I just like the shift key, personally.

Luckily almost everyone have figured out how the rotate thing works.

You missed some text that says "TAB or I opens the inventory... etc". I guess you did need the entity detector information.

Submitted
You missed some text that says "TAB or I opens the inventory... etc". I guess you did need the entity detector information.

i went back to find out what i missed. i think the tutorial prompt was too verbose so that when i saw my objective was to pick up blocks i just put it together from what i already knew. it doesn't help that it's at the end of a tutorial gauntlet and that tutorials will spam the screen, including the same tutorial multiple times

Developer(+1)
spamming text

Noted

Submitted

its cool how you can zoom all the way out. but the resolution was too big for my screen I had to move the window around by the titlebar to read all the UI text

Developer

Did you try messing with the UI scale setting?

Submitted

Okay yeah I have now, I didn't notice that before. that helped a bit, but it is still an issue. Maybe a separate option like "overscan" or something some games call it. Basically it allows you to increase/decrease the margin or padding around the edge of the screen that all in game UI elements like the on hover selection tooltip, the the health bar and quick item slots, and and the chat messages on the bottom left would use where it pushes them in to the center of the screen or allows them to go out towards the edges, either for playing on TV that crop into the picture a bit, playing fullscreen on a macbook with that stupid webcam screen cutout they do now, or in my case when the window is slightly wider than the screen res.