This puzzle game is awesome and def one of my favorites. Reminded me a bit of Into The Breach with the strategy and movement. Only thing is, I wanted more levels. I liked how levels changed up the style, either 2, 3 or more commands or enemies shooting and mines. I'd almost wish for enemies to be more structured and less random (though I don't know the code) and that would make each stage a bit more puzzle like. Of course I'd LOVE to see different characters, different weapons and abilities, and more and more and more. Very well done.
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Thank you so much!
Yes, much of what you describe are things I also wish the game had. Whenever I make games like this one there is always the desire to add more levels in, especially since that is very easy to do once the tools/systems are done, but I try to limit myself so that each level either teaches the player something new or uses the game elements in new interesting ways. In this particular case I felt that the current enemies/obstacles could not support much more than 16 levels. If there had been time to add more enemies, weapons, etc. then it would make sense to make more (and harder) levels.
It's interesting that you mention Into The Breach (one of my absolute favorites!) since that game does a much better job telegraphing the enemy actions, which removes any doubt of what will happen during the turn. I think that generally that is a better way to do it, since it encourages deliberate action by the player. Any randomness in that game is resolved before the player acts.
Blastingbot 2 has a fair bit of output randomness, since you're never sure of the enemy movements. This makes for tense and funny moments, but goes a bit against the spirit of puzzle games and limits the planning you can do. It was interesting to explore, but I'll probably handle it differently the next time around.
Thank you so much for the feedback!