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(1 edit)

This is the game I enjoyed most from this year's jam. I actually spent quite a bit of time on this. I love the art on the robots and weapons and the mechanics really resonate with me. I think the lower difficulty is also a good fit for a casual Jingle Jam game. Like you said in an earlier comment, when it comes to balance there are some clear winners but I think that is to be expected from a Game Jam game with any depth. I love watching my little team cruise over the plane with lethal efficiency.
The game could be even better with a way to speed up time significantly, with support for long instructions (being able to scroll the instructions screen), by not looping over inactive code paths (if a statement is not true the whole subtree should be skipped). A downside for me in the current state is that simple one-weapon builds and a minimized instruction set seem to lead to optimal damage output. I would have liked to instead be rewarded for spending time crafting an overly complex behaviour. This would also keep analyzing the robots' performance during the level interesting for a longer period of time. But you guys did an amazing job building an engaging game in such a short timeframe!

(+1)

Itch forgot to notify me so I missed this, sorry! Thanks for the kind words and great feedback. We've decided to keep working on this game and the main focus will be to find a way to make the programming a more core part of the game, so that you're rewarded for doing clever things there. Your ideas make a lot of sense to me. Thanks for playing!