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RobotArena's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1 | 5.000 | 5.000 |
Fun | #15 | 4.000 | 4.000 |
Mood | #24 | 4.000 | 4.000 |
Overall | #30 | 4.000 | 4.000 |
Creativity | #44 | 3.000 | 3.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- The art is so charming, our main bot is so cute! I like the battery resource as a health bar and ammo system, made it very engaging to play. I like the enemies variants though their could have been more! A bit more progression to this (levels, powerups, enemies, etc) would have brought this game tp the next level! --- 28/40
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Comments
Got to 200!
I enjoyed the gameplay with the health bar also serving as ammo for heavy attacks and overcharged batteries leading to a boost in move speed. I also felt that there was great player feedback, with a satisfying damage and 'kill' sound when attacking enemies. Additionally, just a personal opinion, though the walking sound was a bit wacky, I really liked it, and felt it complimented the robot.
At a point, the difficulty sort of plateaued, I feel one solution would be to increase battery decay as score/time increase, or like Dimensions2003 said, add more enemies.
Fun game!
Ahhhhh, thank you so much! It's not superbly complex, but I'm glad that the feedback feels chunky, I wanted to try and implement a little bit of juice and make things feels impactful with deep sound effects and the screenshake, so I'm glad a little comes through! 200! That's bonkers, I'm glad I left the footsteps in now haha!
You are absolutely right on the difficulty, the spawn logic *did* have some variables in place to eventually tick down the 'spawn' timer (and turn up the heat a bit with spawning enemies), but I ran out of time haha! Changing the battery decay and adding some more enemies/enemy behaviour was a big goal of mine that I had to chop down a massive bit as time drew on, thank you so much for the feedback, I really appreciate it as my first completed 'loop' of gameplay, it's encouraging and I'm glad there were bits you liked! :D
The mechanic of using health for a stronger attack is a really smart dual-purpose design! I also really liked how picking up a battery gives you a speed boost so it incentivizes picking up batteries that may be closer to enemies. I did lose my run due to enemies spawning directly in front of me and that was a little bit frustrating. Although the sounds were very loud, I enjoyed them a lot, they were very cute, especially the walking sound. Visually it reminds me of a scratchpad/graphing paper making it almost seem like it's a game in a kid's imagination bored in class which I found fun. More enemy variety can definitely make this more appealing for longer runs. It was way more fun than I had expected, kudos!
This is very kind of you, thank you so much! I had a bit of a hectic development and was leaning a lot on tutorials and 'on the fly' learning, so having something put together with some small bells and whistles is a big achievement for me at the mo! You're absolutely right, the spawn logic is fairly dumb at the moment and can occasionally be pretty unfair, and the audio could definitely be far tidier/more nicely balanced. I'm really glad the look of it had a bit of coherence to it, I'm fairly new all-round, so I'm glad you had fun with it! :D
Hey hey, I stuck 'no' above just so there's no pressure to have to put feedback in for a fairly buggy, quite unfinished submission, but any ideas or thoughts at all would still be grandly appreciated by your resident Panda-like, uh, developer! :D