Great game with good puzzle design, nice animations, sfx and music. One nitpick though is that the platforms' hitbox is too wide, which makes it hard to do successful jumps and therefore frustrating when you're restarting the puzzles.
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RC Robots's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #946 | 3.342 | 3.342 |
Presentation | #1461 | 3.289 | 3.289 |
Overall | #1547 | 3.202 | 3.202 |
Originality | #2442 | 2.974 | 2.974 |
Ranked from 38 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?
All of these robots move together. In other words, their movements are joined together.
Did your team create the vast majority of the art during the 48 hours?
We used pre-existing art
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
Clever, fun, nice loooking. Good shit guys! I'd love to see this with some slightly more polished movement and more levels!
Clever, fun, nice loooking. Good shit guys! I'd love to see this with some slightly more polished movement and more levels!
Solid presentation and platforming, a good concept, and some clever ideas! Nice work!
one thing that stood out to me was the platforming feeling very good, to sloppy jumps or anything like that so good job.
you managed to get the platforming and the puzzling working well
Idea of having two people move at once is very common, but this game saves itself from becoming bland by implementing the idea of red-eye and blue-eye bots. Controls feel nice, graphics are good, lack of a restart button slightly tilts me on some levels, though.
Good work for the jam.
This is a fairly interesting game, even though that the general idea of controlling multiple players idea has been revisited a bunch. You've got some good movement going, the controls feel nice, and even though you used pre-existing assets you've put them to good use here. The platforming feels good and the transitions between levels are really nice.
The only thing I would say is that the game feels a bit too slow; the beginning levels are fairly easy and it would be a lot nicer to incorporate more puzzle mechanics to spice up some levels.
This is a pretty good submission, hope this continues doing well in the jam!
Really cute looking game! The puzzle is well made but the mechanic of inverting the controls was nice but i think in level 5 especially it would be nice to be able to choose if one is inverted and one is not, in level 4 it was quite simple because you could focus on one to reach the end and then focus on the other, i think it would be good if you could have it so that both robots have to reach the end within a timeframe of one robot exiting. Overall though this is a really cool idea and a solid game!
Is A, D and spacebar common in platformers though? I thought Arrow Keys to move, and Up or a seperate button to jump was the norm, that's what I've been used to. I mean, that's what Celeste does for example. Anyways, it's probably better to have both options for both type of players, and of course, key bindings in the settings.
"The art looks really good" Of course it looks good, it's the one thing that we DIDN'T do ourselves!
"The changing eye color is a cool idea but you cant skip using it in most levels." Uh, sorry; I don't quite understand. Can you clarify what you mean?
Thanks for the feedback!
This is pretty good! I wasn't expecting the second level to have so many things to control! I'd love to see more puzzles centered around the robots moving in opposite directions, that was a cool mechanic! I'd suggest telling the player about the backspace to restart thing in the first level, since it helps the player restart quicker, and isn't a mechanic used in puzzle solving (unless it is, and I just couldn't figure it out). Really well done!
Thank you for your response! And no, restarting isn't a mechanic used to solve puzzles. The reason why it's explained so late in the game is because ideally this game would last longer than just 6 levels. The idea is that first 4-5 levels are like tutorials, and the actual puzzles would start after that. Unfortunately, our inexperience and the limited time of the jam rendered that impossible, so in the end the game has more tutorial levels than actual levels.
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