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Bot Shot's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1qzFWo6qk-MLmaAji08rt6HVgZM_ev4-02zKi_mrmr-g/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
Bot Shot is a top down factory grid game where you spend scrap to build a weaponized bullet bot. Destroy all 4 batteries to win back the golden trophy which will bring you the happiness you were promised. Watch out for the other robots who gain happiness from shooting you.
Connect Ammo to Magazines and Magazines to Barrels with Wires. Red is Output, Green is Input.
TIP: Wires can be adjacent to any Red Output Node, BUT Wires must point directly at the Green Input Node to link Output To Inputs.
Combat Mode:
-WASD to move
-Left Click to Shoot
Tab to go into Factory Mode (AKA Build Your Bot):
-Left Click in the shop to buy parts
-Left Click to place the parts
-Left Click to pick up parts
-Right Click to discard a held part
-R to rotate a part
Esc Pause Menu Mode:
-Settings [Volume]
Please explain how your game fits the theme:
This game expands upon the theme "You Are The Weapon" by giving the player freedom to choose what kind of weapon they are. Are you the type of player who wants to empty a magazine into your foes? Or would you rather get up close and personal with a heavy shotgun? All weapons are mounted to you and become a part of you. The bullets are your blood, the magazines are your lungs, and the barrels are the arms which sunder your enemies.
Is there anything you'd like the judges to pay particular attention to?
Do you feel the grid system is expressive and fun? How does the progression feel? Does combat feel fun? Any feedback on art?
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Comments
Your review:
This Build Your Bot mechanic is so cool!
100% the highlight of the game is the Factory Mode. Most of my time playing was spent trying out different combinations to find what I liked the most (I ended up with a near infinite ammo shotgun XD).
This is an amazing idea and, as someone that has tried making this node snapping type of mechanic before, I have to say I'm absolutely impressed that not only were you able to make this mechanic into a working and stable state during the jam, but also added so much variation and modularity to it.
As for the rest of the game, I'll be blunt and say that it's very crude. Keep in mind that I understand the absolute biggest chunk of time must have gone into getting all the pieces of the Factory Mode to work, but I still want to give proper feedback on the current state of the game as a whole.
In many instances when performing an action, as well as when loading into the map, the music freezes and spikes very loudly. I'd look into ways to alleviate the loading process as well as keep the music separate from the current scene.
While I really like even the current simple visuals of the items from the Factory Mode, the visuals for environment and enemies are very lacking, and as much as the idea for the moving legs is nice, it doesn't seem to be working properly right now.
I appreciate you used some audio assets to have something in place, but they seem pretty out of place with the rest of the game.
When it comes to the GDD, I have mainly praises.
Absolutely amazing that you went into such depth on the mechanics and gameplay aspects. This is exactly the level of detail you would want to see, since having all this information clearly documented makes development much less cluttered and way more focused. Since you have a "source of truth" to reference for your goals, inspirations, what are you trying to achieve, mechanics and interactions.
Especially when in a team, it makes communication easier, reduces doubt, and makes for less reiterations needed.
The only part of the GDD I'd recommend spending some more time on, is the inspiration and concept. Understanding what are your key goals and what is important for you with the game is very important to be able to end with a game you actually enjoy.
I want to reiterate, I absolutely loved the Factory Mode mechanic, so I can only indicate that I would love to see this game get more time in the oven. This base mechanic clearly has the potential to be expanded upon, with more types of parts and parts in general, on top of bigger grids as an upgrade. You could even have parts with unique interactions with the grid, that block or skip certain tiles for example.
It would be great to see this game get to a polished state so that the package as a whole lives up to the Factory Mode mechanic.
Pretty cool idea for the mechanics! I would really like to play the full version of a game like this. Hope you continue with your project!
A few minor gripes: there's an option to rotate wires by 45 degrees, but wires don't seem to transfer anything diagonally. Also, enemies at the start have waaay to much health, I think.
As to volume controls: the problem is it's probably controlled from the interface in a linear scale, but the audio manager needs to convert it to exponential scale in decibels. Hope this info helps.
Thank you for playing it and leaving your feedback! I am unfamiliar with the 45 degree bug so will track that one. Wires only transfer in the direction they point in the 4 cardinal directions, but can intake from any adjacent output or a wire that points at them. The enemy feedback and audio knowledge is great to get a data point on, we appreciate the help.
Yeah, I'm really sorry, there's no 45 degree rotation, it was just my dumb brain wrongly interpreting a rotating equilateral triangle. For some reason I thought it was rotating counter-clockwise and not clockwise.
Still helpful to know our UI could be improved to make that more clear!
WARNING: It is advised to turn down the volume (from Settings menu) before scene change (such as playing the game from the Main Menu, exiting back to Main Menu, etc.) due to a common FMOD audio stutter problem with WebGL Unity build. You may turn your volume back up once the new scene or level has loaded.
We are aware of this issue but could not find a complete solution to patch it in time. Apologies, but we hope you still have fun playing our game! Thank you!
-- Brendan Sting, Bot Shot Dev