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ROBUILDER's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Technical Execution and Presentation | #2 | 4.571 | 4.571 |
Overall | #8 | 3.905 | 3.905 |
Gameplay Innovation and Enjoyment | #11 | 3.429 | 3.429 |
Adherence to Theme and Creativity | #15 | 3.714 | 3.714 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Cute game. I don't think I understand what the objective is. But the chunky blocks look extremely satisfying.
- A really sleek tetris-y puzzle , I wasn't fully sure what the green shapes did- but matching the arrows was a really fun puzzle . Felt really good to play :) I couldn't seem to get the deck builder to work ? Would be fun to have some more tools to play with- it such a great base to what'll turn into such a fascinating puzzle game I'm sure . The polish is top notch ( dang those diagonal scene transitions are so cool ) The scene transitions and the sound design is also great ! Lovely job <3
- I love the minimalist aesthetic of your games and this one fits right in. I wished to see more transparency of the points as that was difficult to understand and know what to improve upon on each run.
- I definitely enjoy anything Tetris or DR Mario inspired, and this feels like something in the same spirit. I would definitely enjoy seeing this fleshed out, however it does need something modified to make it work better. I like the idea of linking of nodes of the blocks for scoring, but could have it perform a functional purpose like water pipe puzzle games, maybe sharing something between them, or some acting as power blocks to power their neighbors. Not certain, but there is a lot of potential to play with here and experiment with. Thematically, adding more mechanics like that would definitely tie it closer to the mechanical or robot feel. It's otherwise fairly straightforward and has a simple flow, and lovely UI and state transition system. Definitely interested in seeing this finished.
- Adherence to Theme and Creativity: 3 Let me start with that I really like the idea of kinda mashing together Tetris and Domino. Props up for that. What brings the score down for me is that I don't feel the adherence to the theme, other than calling it for Robuilder for some reason. Gameplay Innovation and Enjoyment: 4 Said in the beginning, gonna say it again, the gameplay is really nice, feels good to piece things together and the appearing boxes are a nice touch. What bring this a tad bit down is the vague-ness of the point system, I just don't get why sometimes I get 12 points, sometimes 38. Technical Execution and Presentation: 5 Haven't found any issues with the game, and the presentation brings in the classic Marina style of cleaned up and crisp looks.
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Comments
The core gameplay is really fun. Once I realised it was about joining the arrows my puzzle brain took over and I was having a great time. I didn't really get what the icons were on the tiles, and it wasn't clear how the scoring worked, some score pop-ups during gameplay would make it a lot easier to work out how well you're doing. I liked the music and the sound effects. The graphics were really nice, I appreciate the high contrast mode--nice to see a jam entry think about accessibility. Nice transition wipe effect.
I didn't really see how this fit into the robots theme, maybe if the tiles looked like robot parts or something you could pretend you were designing a machine. There desperately needs to be a high score screen! :)
Great entry, lots of fun. I love action puzzle games like this.
To be honest it doesn't really anymore, without context. When I first heard robots the only idea that came to me for days was a game where a crane-like robot laid down blocks. I intended to implement this crane-robot in the game. Then decided on a tractor-beam robot which would be explained through "dialogue" with other worker robots. In fact, the story I came up with would be about working for/on things you don't want to. I was definitely over-zealous going into the jam about how much I could do.
TLDR; The universe just does not want me to make games with dialogue, story, or any complex system.