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Go Go Robo!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #1932 | 3.192 | 3.192 |
Overall | #3225 | 2.962 | 2.962 |
Style | #3651 | 2.846 | 2.846 |
Creativity | #3944 | 2.846 | 2.846 |
Ranked from 26 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 player continues to grow, starting from a small city park, to galaxy sized, in a fun shoot-em-up!
Development Time
96 hours
(Optional) Please credit all assets you've used
see description for full credits
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Comments
Addicting gameplay, I see potential :)
Main issue I have is that the enemies sometimes spawned in front of me. Either highlight the area where enemies spawn or prevent the enemies from spawning at all if the player is nearby.
Some other nitpicks, the sliding gets a bit annoying in later stages, and it would be nice if there was a better indicator that a powerup has dropped somewhere.
Oooh, good feedback! I had originally thought of making it so that enemies could only spawn at their different spawn locations when the player wasn't in range, and adding a proper cooldown for enemy spawns too. Maybe I could switch to proper waves rather than levels?
And yeah, I agree on the items! I was thinking I could add an arrow that tracks on the camera's viewport in the direction of currently spawned items! I've got some great takeaways from this project.
The 2 ideas I gave (highlighting spawnpoint area, or spawning in a radius around the player but not in front of him) are a “tweak” to the current game idea, keeping the gameplay the same. Switching to waves instead of levels changes the core gameplay loop. It’s not a bad idea, but keep in mind that the gameplay might change a bit.
Also, I’d say that the “growing into a different level” works well for the jam, but for an actual polished post-jam game, it would be cool if growing/shrinking the player did more, so that it’s a more “active” part of gameplay rather than just a “stage transition”. Maybe once you reach a level, you can grow to that size whenever you want (and scale down as much as you want); to make it a more active part of the game, maybe you can have specific powerups only on specific levels, or maybe an “invincible” enemy that has a tiny hitbox for which you need to size-down, etc.
As for the items, here’s some more ideas (either standalone or in combination with each-other):
I see, yeah you're right on the gameplay loop changing a bit if I do that 🤔.
The item ideas are really great, and I think you're right on calling them out, they'd be great additions to the game!
Shrinking AND growing, huh? Hmm, if I add a story element with simple missions to fulfill, maybe I could add an element of collecting key items that can only be found at different scales and give the player the ability to change scale themselves, as well as incentive!! (Metroidvania-esque progression design)
You've given me the best feedback so far! Thank you very much for helping out a lot, you're the best!
Fun game, the movement was slidey, i did not like it at first but then I noticed how fun dodgeing is that way, great job!
Thank you very much! I'm thinking I should increase the player's acceleration a bit to make for snappier direction changes, but still keeping the inertia effect.
This is fun! We also considered a multi-level scaler (>2) where the gameplay would be the same (or very similar) in each level. One challenge we thought we'd face there is that the scale levels would feel too similar, so I appreciated how even though the enemies scale with you each new scale still feels like a new power fantasy fulfilled. I think part of this is the detail of still having the small ships whizzing around unable to do damage. Great submission!
Thank you very much for giving it a play! Honestly, one of the biggest challenges with this idea was scaling. I had to scale it up by powers of 3, and there is a limitation on how high I can take it due to Unity's physics engine getting a little weird at very high scales. I think if I were to remake this, I'd probably take an approach of shrinking objects and increasing the scale of objects at the same time to avoid it!
That was very fun scaling to the universe, very cool bullet hell vibes. Nice job! :)
engaging gameplay and some nice sprites! good job
Thank you very much! I can't take credit for the assets though, that goes to the wonderful people in the description!
Really cool game. I liked how it fit the theme!
Thank you very much for playing!
You got the bullet hell feeling right! Its fun dodging around aliens
Thank you very much for playing! Glad you enjoyed it!
I enjoyed this game. It's very addictive and also I liked the style. Too bad it can't get any bigger than the entire Universe.
So you're saying I should go multiversal? I could do that! Thank you for playing!
I had a lot of fun playing this! It felt really satisfying to level up, but eventually I just wasnt finding any health powerups so didn't beat it sadly. The robot was really satisfying to control, nice work!
Thank you very much for your comment! I'll have to see what I can do about balancing it in the future!
I really enjoyed it. I loved the fact that some of the challenge is understanding the character's hover movement. The world opening up was really creative too. Congratulations on your submission!
Thank you very much for playing!
I made it all the way to the last size, but it was bit dicey. I figured out I could kind of fly around in a circle and avoid most of the damage, but that wasn’t as fun as trying to dodge and weave in between all the enemies and bullets. I like how this fits in with the theme.
Thank you very much for playing! I agree, I think as an action item, I need to find a way to incentivize the player to get into the thick of it! I had considered adding a timer that constantly ticks downward, and having enemies drop powerups to increase the timer slightly!
Nice way to use "Build to Scale" theme, congrats on the jam, good job.,
Thank you very much!