I like the concept! However, I wish you could introduce each control factor over time, and not all at once. I see alot of potential. Good job!
Play game
Robooc's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1185 | 3.447 | 3.447 |
Originality | #1208 | 3.447 | 3.447 |
Overall | #1299 | 3.213 | 3.213 |
Fun | #1518 | 3.000 | 3.000 |
Ranked from 47 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The movements of the Player Character
Did your team create the art for this game during the 48 hour time slot?
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
We used pre-existing audio
Comments
Though about a similar concept during brainstorming after reading Mark's comment on "what is something developers usually can control?" - really cool to see it realized here! :D I found spending 20 points a bit tedious though, especially given that I usually ended up pumping all or nearly all my points into one stat anyways. I feel like 5-7 points (with greater impact) would be optimal! Loved the concept of the "Style"-category basically being the pure hardcore experience of the game.
Yup, should've definitely reduced the max amount of points, and make each point feel more impactful. About style, I found that it has limited the design of the game. I have to make sure it's winnable with max style, so I can't design the game as a more puzzle-focused platformer. Thanks for playing, and for the feedback!
The concept of customizing your character is really neat, the levels where quite fun and sometimes a little bit frustrating ^^. It was a little disappointing to not recieve anything for getting all gems, a little victory screen or something like that would have been enough.
I really like this idea of being able to customize your build for different play styles and i think it has a ton of potential. Right now it feels like the points don't make quite enough of a difference unless you really sink a lot of them into a single attribute. Would love to see more give and take with how they can be used. Great job!
I like the idea of the customizing character, but ended up going with full style on each level to get the 100 points 100% completion. Fun game, and I agree with others in that if the character skill selection was more prevalent/taken into account with the level design, it could become a cool platformer/puzzle game!
This was a great use of the theme, but I think the idea has more potential without the "Out of Control" part. You could still have levels that require higher jumps, more speed, less gravity, etc, and allow the customization, but if the controls were always nice to use it would be more fun to play.
Overall though, this was lots of fun, and really well presented. I especially liked the facial expressions on the robot.
Reminded me of Fallout with the skill selection (which is a good thing!). Maybe you should have focused on making only two or three of the skills and polishing them more just so the consequences of the points are shown to the player faster. Overall, It was a fun game, which has lots of potential and I enjoyed playing! Great game!
Great game idea! Really cute robot, the gameplay felt great!
Awesome game really liked it!
This is a very cool and interesting idea, however it's quite hard to make right setup and 20 points is quite high in my opinion. I mean, maybe I can feel a difference between 3 and 17, but 8 and 9 - almost nothing.
I think it would be nice to try setting all properties in lower spectrum, e.g min 1 - max 5, maybe even 1-3 points.
Funnily enough I had a similar idea on my game! It would be best if, instead of giving us all the options at the beginning, you introduce them one by one to see what they do.
The game looks very good! Keep it up!
A character whose movements is out of control, that's a good take on the theme. I think the mechanic of allocating points to control the characters is a good idea. I end up using the same configuration of point allocations for all of the levels, so if that wasn't your intention, I think that would be something to improve.
That was my intention, but I had to make it possible to play with all points in Style too (which does nothing but increase the score). Now that I think about it, I probably should have scrapped that, and put more focus into making sure each level requires certain setups. Thank you playing, and for the feedback!
good game, you put a lot of work into it with all the different levels. I wish the base platforming physics was a little more solid.
Your movement in air didn't have any drag which was crazy and you didn't stick to moving platforms.
I ended up completing all but the last 2 levels with 100 points.
Cool game! I like the configuration idea, it'd be better if you had to tailor your robot configuration to the level.
The jumping was a bit rough. Most platformer type games have a slight period after the player leaves a platform where they can still jump -- makes things feel a lot better. This is the video I usually link people to about it :)
I really like the idea of configuring your robot! Cool concept! The different configurations that I tried didn't feel that different so perhaps making each point have more impact on the given attribute would be good.
Its nice that you were able to organise a team and that each one had a proper role. However, I wasn't able to properly play your game, I wasn't able to move around, nor jump, but I like the idea and the visuals. A bit more balancing and polishing would make your game even more fantastic.
Leave a comment
Log in with itch.io to leave a comment.