Play game
Recycle Ruumba's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #35 | 3.116 | 3.444 |
Execution | #35 | 3.116 | 3.444 |
Overall | #40 | 2.877 | 3.181 |
Game Design | #46 | 2.864 | 3.167 |
Audio | #48 | 2.412 | 2.667 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Reminds me of a game that i played years ago on the old iMac widget dashboard where you just move crates around with a forklift. I'm not entirely convinced the whole thing wasn't a fever dream.
Is this using rapier for physics? I didn't realize they had vehicle body stuff.
Pretty neat to mess around with
Hey, thanks for checking out my game!
Yes, its using rapier for physics. You can create a vehicle controller using the individual rigid bodies as shown in the example. It might not be the dedicated controller you’re expecting, but for this use case I would want to construct one from the rigid bodies like I did.
Glad you found my game relatable!
Agree with others that the controls are challenging. One thing I think might help a lot is "adaptive steering" -- that is, slow down the turning when the ruumba is moving forwards so things don't feel quite so jerky while driving around, but also don't feel sluggish when rotating in place. But this is just begging for gamepad support!
I also wish I had a first-person camera mode where the rotation follows the ruumba.
I think that adding more mass to the containers or friction to the shelves would could help, but maybe the ultra precision required to grab them is intentional.
Editing my dude works really well, I'll have to check out pmetra.
Hey, thanks for checking out my game!
Initially the movement was indeed smoother, it using a “acceleration based” model (rapier.rs). But then I found it was getting really hard to get the Ruumba in a desired position, it very often accelerated out of control. Switching to a “force based” model made it have low momentum and turn in a jerky way, but it was much easier to get it in place. I found this model more realistic in my experience with Robots. But then again I understand that there may more more tuning needed to get it right, for eg, the rotation can be a bit too sensitive at times and so on. Yes with keyboard you may never get the smooth movement and an analog stick controller is the way to go, as it is the case for real world robots.
A first person and a font-locked follow camera would be a useful addition!
The containers and friction is a problem that I think can be solved a lot better. I just could not try it out in time for the Jam and went with a more hacky solution. Its on my todo.
Thanks for your feedback!