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RobotScout's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
IDEA | Was this game innovative, or did it use interesting mechanics? | #12 | 4.500 | 4.500 |
MOOD | Did this game have atmosphere, or did it make you feel something? | #91 | 3.500 | 3.500 |
Overall | #92 | 3.433 | 3.433 |
FUN | Was this game satisfying to play or did it bring you joy? | #100 | 3.500 | 3.500 |
AUDIO | Did this game have great music or sound design? | #159 | 2.833 | 2.833 |
VISUAL | Did this game have nice graphics, art or design? | #197 | 2.833 | 2.833 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I really like what you did with the different player capabilities being able to be combined, and how I had to strategize to complete the level. The game is definitely worth the initial effort to learn the controls, with rewarding gameplay experience.
Thanks, for the comment. It's great to hear
Check out the new update and Devlog
This is a really cool concept! Please keep working on it! Looking forward what it turns into! Video review below:
10:00 RobotScout
Thanks, for doing a video review, it's one of the most valuable forms of feedback as I can see exactly how you approach the game.
After trying the tutorial, you went into the endless mode which would've gone on forever if you didn't stop lol. I recommend going back to the tutorial as there were a few features there which weren't implemented into the endless mode which you missed out on.
Ah I see! Will check it out for sure!
Great! :D I'm currently tweaking it based on feedback. I'll bring out a devlog once it's done.
Devlog as mentioned
Nice game ! As said in another comment, that's a really interesting concept. I love the emphasis in exploration, and the idea of having to choose the modules.
However, it was frustrating to have to switch between the solar panel and the wheels because there isn't enough space in the inventory. Depending on your ideas for your game, you could solve this problem in a few different ways : add more inventory space ; reduce the space of the solar panel ; don't have the wheels as a module ; allow to easily switch between modules with a key so you can swap in the middle of a fight, for example.
Also a few things I noticed :
Otherwise, it's very good and I'd be very happy to play an updated version of the game, a bit easier and with more content ! :)
Thanks I really appreciate the feedback.
I'll look into making the solar charge noise better and the inventory issues.
What would you think to the wheels module only increasing speed?
I think it's a very good idea ! It gives the player more flexibility (do you want to move faster / shoot faster / see farther...) and would make the game easier in the beginning.
Check out the new update and Devlog
Wow! this is a REALLY interesting concept! I like how it encourages you to take the time and explore instead of rushing to the exit as fast as possible. The circuit board idea really took the game to a whole new level. Having to decide which stats are more important than others is a super interesting game play mechanic! Over all, I really had a lot of fun with this!
My only suggestions would be regarding learning curve. I feel like, especially for a tutorial, energy shots costing 5 battery is a bit too much, and the amount of circuit space the enemies add isn't enough. I was really surprised that I wasn't able to equip any new stats even after defeating the enemy. Both of these things make the tutorial really really difficult for being a tutorial, and might discourage new players from going further. I'd recommend nerfing these stats a bit for the beginning and then ramping them up to what they are. Also, moving the brown circle/ball thingy to the button was a bit difficult mechanic wise, especially when it got stuck in the corner. Consider maybe adding a "grab" feature to the lil robot?
Aside from that, well done!!
-Sasha
Thanks a lot for your comment. To hear that you've had fun with it when I've been trying to find fun in it myself, I really appreciate it :)
I agree with your thoughts on learning curve and balance, definitely needs working on. I did actually have a "grab" feature in mind but I'll need more time to implement it.
At last count there's 6 different methods of getting past the tutorial door, but I'm glad you went for pushing the boulder on the button as I went for making that more noticeable since my last playtester.
Check out the new update and Devlog