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Bad Bot - Robolution's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #1 | 4.095 | 4.095 |
Overall | #3 | 3.833 | 3.833 |
Presentation | #4 | 4.286 | 4.286 |
Enjoyment | #7 | 3.381 | 3.381 |
Metroidvania | #17 | 3.571 | 3.571 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
NOF3412 (1 Person)
External assets
All Audio apart from Title and ending themes is from https://sonniss.com/gameaudiogdc
Reference info
NOF3412#5284
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Comments
I am really enjoying your game! congrats, just having some issues given that I use a trackball but other than that it is awesome!
ahhhh this is so good! I'm so happy you included a save game. I got very far in it, but have put off rating games and need to keep going. I'm absolutely going to finish, and would love to see more. I finally got the blaster and that classic metroidvania moment of empowerment feel was very nice and very present.
I felt like maybe something, undefinable, unfortunately, could be changed about the camera or movement. It was very fun, but I'm a bit susceptible to motion sickness, and something about it was really triggering that for me. That's more of a me thing tho, I don't know if anyone else had any issues, and I play other 3d games. Certain ones just do that to me.
One slight annoyance was it felt really hard to avoid being hit by the bonk enemies, and it would have been nice to have a way to do that through skill. tho perhaps my skill was lacking.
Overall a fantastic experience and it's especially impressive the scope of content you were able to achieve in this time!!
Thanks for playing and thanks for the feedback.
Sorry to hear about the motion sickness, will try to do a bit of research into things that could cause it and try to not do them.
Yea enemies were a little rushed and could to with a rework imho.
Thank you very much for the kind words and I'm glad your enjoyed your time with the game.
Great game! One of the best so far, awesome art, the only thing i don't like is when the camera is to near but is nothing, congrats!
Thanks for your feedback and thank you for playing!
Glad you enjoyed!
Pretty fun submission!
I really liked the particle effects you had upon object interaction, the graphics are really nice (especially the neon,,, love me some neon) and the little details you put in made the game so much better. Because of how expansive the world felt, I was really surprised by the level of detail you were able to implement.
Also, submitting a 3D game to a Metroidvania challenge is a challenge in and of itself which I feel like you did a good job with.
My overall downsides are I wish that the game felt a bit more fun. The game itself is very impressive (and this is what kept me going) but it felt kind of like a chore to do which isn't my style of game.
Thanks for playing and thanks for your feedback, yea I understand what you mean, this Jam I focused on graphics and lighting as I am very new to 3D.
But because of all the lalesrning I had to do for 3D and lighting and all the other stuff, the core game suffered from lack of attention.
I'm glad you enjoyed the little details I added to the world.
The graphics are very well done. However it was too powerful for my meager laptop to handle which ran everything slow. I didn't get very far. Has there ever been a 3D metroidvania? Could this be it?
ah, that's a shame - Did you try the downloadable version?
Metroid Prime games are 3D, Batman Arkham Asylam is a metroidvania also :)
Wow! great game!, love the particles when smashing things, love the art style and the concept, one of my favorites. fill with details, awesome. one thing that could improve even more, could be use full a visual hint for object that could interact, I miss the first hackings, but then realized you could interact with them, I know is the red color there, but at the beginning that was real clear for me.
Great game
Thank's playing and thanks for your feedback! yea, I did plan on having the screen on the back of the bot say interact or something but I had to cut it for time!
Glad you enjoyed it :)
I'm not done yet, I've gone through a couple of rooms off of what I assume is the central hub.
There is a lot to love about what's going on here. The presentation is great, there are so many little details here and there and it's obvious you took the time to really polish up the way the game looks. The little pieces of scrap flying towards you was a great touch and felt very satisfying, the expression changes on the B.O.Bs were great, and the juiciness of successfully hacking felt very good. You even have polish in your menu with it sliding in and out!
Here's some feedback which is focused more on the design side of things:
- I, in my infinite wisdom, misjudged the initial sign and thought that Upgrade Smasher meant I would do it later (Upgrade system and all that). I did hit E when I first saw the sign, but because I was too far from the Smasher nothing happened. I then walked into a pit of acid and couldn't get out because of no jump ability AND got murdered by the first BOB I met because I didn't have an attack ability. So the start was a bit rough for me personally...
- The link between things you could interact with and what they were affecting was almost never immediately clear. For example, there's a very early switch that's linked to a moving platform, but if you're not looking in the exact right direction when you hit the switch, you won't see that platform begin to move. Then there are switches that affect things in other rooms (I think the hacking terminals are the most egregious about this). It sort of got me into a situation where I'd see something I knew could be modified (a door that could open, a platform that could start moving) but I was never really sure if it was the thing I was supposed to be trying to unlock or not.
- Was there a way to hit B.O.Bs without being hit back? I got the armor upgrade, and maybe it stopped the bullets, but it didn't seem to do anything against the melee attacks.
- Succeeding in the mini-game felt good, but the minigame itself is brutal. The opening is so small and the ring moves so fast. I think the minigame with more than one ring would have benefited from starting from the outside in, it's a bit disorienting to judge the placement of the inner gap relative to the player. It also led to annoying situations where after placing the inner gap I could tell it wasn't lined up properly and I'd hit E twice quickly just so I could start the hack over.
Overall I'm super impressed with the amount of stuff in the game. Again, it looks great, and there are lots of little details. With all the writing on the walls, I can see the sort of Portal/mad laboratory angle you're going for, and I still haven't beaten the game just because of how big it is. I can see why you spent so much time futzing around with the light maps and stuff. Great job, a very fine submission!
Thank you so much for playing and giving such detailed feedback!
I appreciate that you found lots of the little details I added and yea I think I spent about 20 days learning and tweaking the lighting haha.
About the basher I wanted to make it optional, but then I tweaked the enemies to make them harder (a little too hard) and forgot to go back and look at that area. When my friend and I were play testing we both knew to pick that up and forgot to try a run without it.
The enemies are l rough and no you need to just tank the damage, which is boring, but was not something I focused on hah.
The puzzle link is a tough one as I wanted a kind of "ooh what did that do", but all I really got was "no idea what that did", maybe a cut scene showing the thing would help in future, it's a very good point to raise.
The doors themselves were meant to have screens to help you out a little bit but the content creation for them was near the bottom of the list 😉
Mini game difficulty came up so much and in hind sight I would have prioritised making the games bigger (it was on the list). Inverting the sequence is a great idea and something that I did not consider.
Thank you for playing and I hope you continue. Again I cannot thank you enough for the amazing feedback
I'm pretty impressed with the size of the map and the visual consistency is great! In that aspect, it's probably one of the best scoring games I've seen thus far in that category.
However, the game was unfortunately not very fun. I'm missing game design critique in the comments below so I'll do my best to explain what bothered me.
Smashing the scrap boxes isn't very satisfying. I feel like this may come down to the sound design first. When you smash something, make it sound impactful and satisfying. Maybe even add a subtle camera shake. Perhaps the scrap particles get 'sucked' up by the player and it makes a satisfying, incrementally pitched sound? That would definitely help make collecting scrap more fun.
The combat is also pretty 'dry' feeling. The enemies just mindlessly move towards you and hit you. Again, hitting the enemies back here isn't very satisfying and I would refer to the previous paragraph for that. Maybe their logic could be made more fun, perhaps the enemy has an attack pattern where they dash out of the way. Or where you have to dash out of the way? Maybe you have to hit them from behind. And when they die, make it flashy, make it satisfying. Think about impactful sounds, shakes, other feedback. This is all part of your game's UX. If I recall correctly, they just explode into scrap parts without much else?
So, overall it's impressive in terms of how much content there is, but I feel like there is work in the game design aspect of it. Good job on finishing, you must've worked quite a bit on it to get all the art and levels finished! The writing was pretty fun as well!
Thanks for the feedback! Really appreciate your time.
100% agreed, I am very new to 3D (started in January this year) so this jam I focused on visuals entirely (and thought I would have enough time at the end for juice, but Life etc) excuses aside I agree with you in everyway - the main hope for enjoyment I sought was to explore the world and play with some of the puzzles.
The enemy AI is the most basic I have made, but again was trying to learn the Nav mesh system so I was happy with that.
As a fun learning project I am satisfied but as a "fun" game I am not.
Thank you for playing
Oh, that makes a lot of sense! I should've considered it could've been your early ventures into 3D. Still, big props man. I think there's something here that you can turn into a full game if you want! Honestly it's just missing the 'juice' and it'd be good!
Yea, its funny I kept telling myself I will get the screen shake and all the awesome in, then on release day was scrambling around to get the sounds and music in!
Wow, so much done in this game! Its amazing how much you achieved.
I like the HUD in the player body, i like the designs, reflections in screens, the acid, etc. Visually it was very nice.
would be nice to have some feedback when hitting an enemy, thats my only recommendation.
Great entry! congratulatiosn!
Thank you for your amazing feedback, yea game feel suffered as I thought I would have time near the end but other things were a little more important :)
Thanks for playing and i'm glad you enjoyed it!
Really loved the atmosphere, and all the different areas with the unique mechanics were interesting to explore. Having the health and money on the player were also a nice touch to make things more immersive.
One comment is that I think it would have been nice to get the gun controls agnostic to the first upgrade, because somehow I managed to get two guns before ever seeing it, so I kinda had to figure out how to switch weapons by trial and error.
Thanks for playing!
Thanks, as a UI person in the real world I often don't want to add too much UI to my games! Plus it means you concentrate on the game rather than bars and gauges.
Yea its a good point, I was trying to find a balance in the signage, but I should have used that one more!
Thanks for the feedback!
I loved the colors and the lights, the level design is so good. The movement is a bit clunky but its a nice game
Thanks for playing and thank you for your feedback!
When you say clunky what could I improve? I have seen that you can get stuck on edges some times (due to the frictionless collider) but would love to hear more and how I could improve it :)
The jump is a little tricky to measure distance sometimes, the character falls to fast
OK got it - Thanks for letting me know!
Super-cute game! I loved the robot sci-fi theme and it was fun to play. I think that you could swap the controls around a bit, maybe make left-click attack instead of F? That way you can strafe and attack at the same time. I loved the health bar being on the back of the player, but found the slight offset of the camera a little distracting at times. Also, it needs some slightly more immersive audio, and maybe a bit more feedback in combat.
Thanks for Playing! Currently left click is used for shooting the different guns in the game. Yea totally agree with the audio and feedback in combat - just ran out of time, told myself REMEMBER GAME FEEL AND SOUNDS EARLY then nope! hah!
Glad you had fun :)
Ahhh, guns! Makes more sense... I'll have to play it again for longer 😉
I'm really impressed with this. Great work! I'm amazed that you were able to create a 3D Metroidvania by yourself in this timeframe. The visuals are really good too but the game is really quiet. Before I turned my speakers up past their usual range I didn't pick up most of the audio.
Thank you! glad you enjoyed your time! I only have a headset so couldn't try with speakers :) need to figure that out as I didn't think about it :D
Thanks for playing!
This is awesome, seing another game focusing on 3D and in such a cool way.
I really liked the robotic theme, I enjoyed the movement too (tho the mouse sensitivy feels too slow), and has a great progression, everything explained in an natural way as you explore the great level design.
Congrats for this great submission!
Thank you for such kind words!
Mouse sensitivity is interesting (I was gonna have a menu, the settings are persisted etc but just never exposed), TBH I did a bad an tuned it for my DPI DOH!
Glad you enjoyed!
This could be one of the best games I've played this jam!
Making it a 3D metroidvania makes it stand out of the rest of the game, and makes it its own thing! The visuals are great and the style is consistent, it's really nice to look around!
The only negative points I could say are that the combat system is a little unbalance (you always get hit when trying to attack an enemy), and that there are some parts where performance drops drastically (I played in browser, so I guess it'll have to do with that).
Great game, excellent job!
Thank you very much, such kinds words!
Yea I had a combat audit on my list as well as more enemies that spawn based on your picked up abilities, but yea time... :)
Performace is poor in the browser due to additive scene loading and the retesselation of the light probes - next time I know to make my scenes much smaller so its not as large - but this is my first fully 3D game and first time using Unitys baked lights, so lots of stuff learned :D
For it being your first full 3D, the result was amazing, keep up the good work!
Really like the overall aesthetic here, the robot designs with the screen faces are cute ^^
the storytelling through the level itself is also a nice detail, i like how from the first few signs you know something's probably up about these Bobs watching :o
My main gripe was that combat feels a bit awkward, the enemies kill quite quickly while i foud it hard to fight back due to having to take into account the fact that your weapon is offset, a crosshair might be useful here to better aim the melee hits.
Now other than that it was really fun to wander around the level and i was really immersed in it all being curious about what would happen if i destroyed Bobs etc...
For a solo effort you did great, good job :)
Yea a crosshair was on the list - just kept being pushed down by other things, as was an audit of the enemies :D
Thank you for your feedback!
Really like the visuals you have here, everything goes well together and is consistent and clean. The scrap pickup where they fly to you reminds me of Ratchet and Clank and I really enjoy that lol. Only feedback I have has already been mentioned below regarding aiming, hit feedback, etc. Overall great job!
Thank you for the kind words! Yea, kinda wish I had not left game feel till the last minute, was so busy learning lighting and level design haha! next time I will not slack :D
Trust me I know the feeling lol, I have so much I wish I could've done in terms of polish and juice but just didn't have time, you still did a lot in the time frame!
Wow, I love the style. Straight, simple lines, where each edge actually matters. Great really. And bloom all over the place! And such cute BOBs... Why must I destroy them? :(
It could have been more pleasing to collect scrap I think. 500 is a lot!
I would also have liked some indication that you actually hit an enemy.
The hacking screens are awesome, makes me think of The Witness. Very hard sometimes though, with three rings spinning super fast! Often I don't understand what I hacked...
The randomness when aiming didn't really contribute. Rather it would have been nice with a crosshair when the blaster is found!
Huge map, I can't believe all this was made in a month, very impressive!
I didn't quite make it with the boss. There were too many steps without saving for me.
I sometimes felt a little lost, because the game was so big, but man. What an achievement.
Thanks you very much for the feedback!
Hit effects, crosshar, more juice on the scrap were all planned but just ran out of time!
Yea, the boss.... I have never made a boss before and on Sunday night I decied to add one - all very rushed, its too difficult and I will use the experience to make my second boss better :D
Thank you for the kind words and thanks for playing!
It took me a while but I got all the scrap.
Are you sure....?
:o
Oh man, I've been looking forward to playing this one and it did not disappoint. I stand by my Crash Bandicoot x Portal mashup. This game is just simply great. I love how handled giving the play info when needed. I also love that upgrade stations double as a save point. To be honest, I can't think of any other feedback to give. I'm glad you stuck with the more watery looking acid. Having played it, I definitely agree that it would have stood out too much.
Thank you so much for the kind words!