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HOT BOT's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #8 | 3.917 | 3.917 |
Overall | #9 | 3.783 | 3.783 |
Usability | #13 | 3.708 | 3.708 |
Sound | #14 | 3.667 | 3.667 |
Creativity | #21 | 4.042 | 4.042 |
Look & Feel | #27 | 3.583 | 3.583 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Hey! I agree with your hitboxes being bigger than in my game hahaha, yeah, gotta chase that sweetspot!
Still your game was pretty fun, reminded me of Celeste, pretty sure you got some inspiration from it, right?
I liked the music and SFXs, not only by themselves but I liked that you tried to tie them to the game trying the player to follow a rhythm, atleast that's what it felt like to me.
I would have liked the basic jump to cost no energy, only the follow-up jumps/dashes, felt a little bit restrictive as the very jumpy player that I am!
Cheers!
Actually, Celeste was not top of mind when starting this but others have noted the similarity, and I can see it myself and I also started replaying Celeste yesterday because of it :D
The idea for the game is actually a very boiled down version of something I have an idea for, which would be more of a metroidvania where your abilities and health and so on would all require the same type of resource. So you could have your double-jump enabled, but maybe you're not able to take a single hit from enemies or something along those lines. When the theme was robots, I felt like we could make something on that same idea but very slimmed down - and turn it from a metroidvania to a platformer, having the pods/pickups be single use.
And you are correct with the music and SFX! The pickup sound was meant to help a bit with timing of jumps and dashes, and it's in the same scale as the music to fit in together. Had even grander plans of making the music modular and react to different things but after 8 hours of not getting the music to work and jump around different patterns I scrapped it as there was a lot more things to do.
Your idea for one type of resource to manage various player options AND health sounds amazing, I recently watched a video about game economy and what effects using one type of currency vs multiple types has on the player decisions (I'm obsessed with game design).
I see the game was done by only you and someone else, I'm guessing one handled code the other the music + sfx + art?
Actually we both handled code, Sephy (the other collaborator) made sure we had movement + jumping and a earlier draft of the dash - as well as the resource management and the UI (and UI interaction) for that. I finished the dash mechanic, and we worked together in iterations of a lot of different stuff. I did all art, music, sfx, level design, animations and wrote all code surrounding those aspects!
Really fun! The mid air jumping is challenging but addicting to get right. Nice music too and I like the robot's floppy arms :) It feels really polished.
Fantastic game, I see the super meat boy/ celeste style game inspiration lol. Very addicting to play.
Game is awesome!
I liked it a lot! Up to a certain level the difficulty was fine, then it suddenly skyrocketed and it was impossible to progress any further
Holy crap, addicting and satisfying! I love that you up pitched the energy when you grab em, very nice. My only constructive feedback would be to maybe cheat and make the spike hitbox smaller so that death isn't immediate on what feels like pixel collision, and maybe make the velocity slow down quicker on the walk. Also, i'd consider starting the player with a single rechargable jump (I know the levels would have to be redesigned a bit).
Very well made, I really like the levels you crafted around such a simple mechanic!
soooooooooooooooooooooooo haaaaaaard xddddddd
Сool mechanics ;)
Cool gameplay!!
Great effort! Levels are very well though out and totally playable! Nice work conveying what I had to do without any trouble! The pods could be flashier, though... They're so important!
Right at the start the game froze up for me in a brownish screen, and I pressed the spacebar, I think and got to the start screen.
The only thing I didn't get was why a robot would need to consume organic matter?
Thanks for sharing!
pretty fun! not sure if it was intended, but i could press jump quickly in succession and get some insane heights, which allows me to clear some levels without picking up all the pods
Thank you!
Didn't intend it, but noticed it as well during development and kind of like it at as a feature. It allows you to finish levels earlier but also requires a bit faster and tighter reactions
Pretty cool! I liked the jumping and dashing system, it really made the game.
Very fun, really enjoyed this one
Nice work, Im kinda burned out of playing platformers at this point tho, but you implemented a mechanic I haven't seen yet so well done, overall its really good. Maybe a little more work on robot sfx.
Fun game well done! The last level took me quite a few attempts.
But one of best games so far
Play my game as well, please
I like the concept and the execution isn't too bad. One problem is that the fall speed is too high for constantly requiring to dash/jump precisely while you're falling. The orbs are also way too small, sometimes I'd graze them and still not be able to get them; it's too precise for no good reason. The controls are also not very precise for it being a puzzle platformer. Still a good game though
Hot Dog Get! Gives me budget celeste vibes. Very cool, and I love how the music and sound effects line up - Good job!
very cool game! Just could not hold down the jump button lol