You have a great idea, and good presentation especially with the banter between the two bots, but the finickness of the energy loss while moving is too high. The game felt like it needed absolutely precise moments for everything to get through each level, and given the number of keys to press in quick succession it got frustrating way too quickly.
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THESE ROBOTS HATE EACH OTHER's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1428 | 3.396 | 3.396 |
Presentation | #1565 | 3.226 | 3.226 |
Overall | #2179 | 2.950 | 2.950 |
Fun | #3471 | 2.226 | 2.226 |
Ranked from 53 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 robots share an energy resource, and their abilities are focused on connecting and disconnecting the bots to solve platforming puzzles. There's also a cheesy story about the two bots being joined together, but it's bonkers and a bit convoluted.
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Comments
Energy loss issue is entirely because of an oversight by me, I put the movement energy loss in Unity's Update function, so it's tied to framerate...and you're also a game dev, so you can probably understand the issue from there. XD In-Engine every level was precisely designed to end a perfect run with 10 energy...woops!
Hmm...this is one of the more unique entries I have played thus far and I like how you explored both the what it means to be joined together and what happens when that link is broken and that's great! It is challenging to control both robots and remember what abilities are available when by themselves or together. Not quite sure how to help with this process since I only made it like level 3 or 4 so I don't know if this would work but perhaps allowing me to switch between the two so that I don't have to remember to sets of control schemes and simply disabling certain abilities based on whom I'm controlling and whether we are joined together or not might be an approach that can help people like me. :D Nice idea! :)
A lot of the other games that ran with a similar idea also implemented player-switching, and a lot of players seem to like it, so I've made a mental note of the idea for next time. Player switching wouldn't work with this game, one of the levels absolutely relies on controlling both bots at once, but that's just a lesson about level design for next time. Thanks for the great feedback!
Very interesting concept! Definitely was melting my brain to get used to the controls. Rules and goals weren't super clear but started to figure it out. Good job!
the gameconcept is good. The music and aduio in general is great, and putting a story in a jam-game is quite speciall (With voicelines too!). But the difficulity makes me wanna commit robot murder.
Wow that's a really neat mechanic, very tricky! The game was pretty unforgiving haha. Would have loved to have had a 'level skip' button in order to try the later levels myself, but the walkthrough helped too!
This is really solid and voiveover for a jam game is incredibly ambicious, the controls were a bit tough to grasp, especially the shooting controls. Sometimes it would spend the energy but the shot wouldn't fire. Overall it's still a very impressive accomplishment, congrats!!.
This was a really ambitious game, kudos on doing so much in so little time. I'm with chtulhuist on the controls - it was more the positioning for me as well. Seriously though, great job.
You didn't only manage to make a great puzzle game with some awesome graphics, but you also managed to incorperate a cute, pretty damn funny story as well! Great job!!
Presentation is really up there. Everything from the website to the overall look/feel of the game is cohesive. Well done. The controls are a bit...odd, but after a while I got used to it. Not the most intuitive way to play but not so terrible I couldn't get by. I liked the brief story elements and how the bots interact with each other as you progress. That's neat. I think it would play much better if i had another player with me for sure.
Wow, for a solo project this is really solid one!
And for controls - i think that there is not the controls, but the levels themselfs) I have no problems with controlling robots (once you understood, that this is just second wasd, there nothing really hard), but the timings and positioning was very hard for me, although, i'm not very expirienced platrforming gamer)
And I cant underestimate you effort! Visuals, audio, mechanics - all that is really good!)
Your praise is noted dude, much appreciated! The positioning is definitely in need of tweaking, I've mastered the controls after hours of playtesting, but I still have a hard time putting the flying bot in the right spot when you have to shoot the ball through the tiny holes. Probably needs to just shoot out of the robot directly and not from his hover foot, or the ball needs to be smaller, idk, I'll tweak it in a week.
Huge props to you for doing story and voiceover during this game jam. Also with a super unique game concept.
The game is very good. I tried a weird method for the second level, where I moved the smaller robot to a position below the platform and just above the orange cube. I use it as an overhead crane with a broken hook to move the larger robot to the destination.
At that time I thought I was playing a rhythm game. :D
The voiceover and story is so good! I love the idea of the puzzles, but I /really/ struggled to execute on them because I couldn't grasp the controls. I think the hardest part was not being able to use the spacebar to jump on fat-bot.
Also, the energy system felt kind of random at times, even after I read the description on your page I still didn't quite get it in game, and trying to figure it out in game before that was a lost cause.
But other than the controls being kind of tough, this was a really excellent entry! Great job!
I appreciate you explaining the exact issues you had with the controls, it helps me to understand the specific section of the controls people are struggling with. Seems to me after the feedback on my game and my own issues with other submission's controls that a lot of the people playing these games are so used to the common controls of WASD for movement, SPACE to jump, etc., that their muscle memory makes it harder to adjust to all these funky control schemes that people come up with for their weird game jam mechanics.
I agree, I wanted to switch to a more exact energy system half way through but ran out of time. The energy system is also completely different inside the Unity editor, I think my mistake was putting the counter in the Update function, because when I played in-engine a perfect level ended with ~10 energy, and in the final build most levels end with ~45 energy even with a bunch of mistakes, making it almost impossible to loose a level because of energy loss.
I really like the idea of controlling multiple characters, as you can probably tell from our submission. We had originally toyed with the idea of controlling both simultaneously as you did here(I even initially imagined the player characters being robots too), but felt the puzzles we designed were easier when only controlling one at a time. One thing I enjoy about game jams is looking through the other submissions and finding games that had similar ideas to the game I worked on, and how they interpreted that idea, and while the dual controls could definitely use some work, the core idea is solid and when you can get the controls to work properly, works well. Others have mentioned it, but I'll add that the music, art, and general aesthetic were also all great. Well done.
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