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(+2)

Hey there! I played this up to a level I couldn't beat after 10 minutes (several lasers in a 's' shaped path with bits of ice).

The interpretation of the theme is certainly very clear, but unfortunately, I did not find it much fun.

This is actually the first entry I've played, so perhaps this is not going to be very fair, but I feel as if the way things are "out of control" ends up being no more than RNG. The robot walks forward and, as far as I could tell, jiggles a random amount in a random direction every step. Our control over him is either occasionally ignored or occasionally overridden by the randomness.

Perhaps there are games, settings or circumstances where this might end up being fun, but I did not find it to be so here.

It feels like if the RNG is on my side I complete the level, if it's not I don't and will have to try again (on that topic, consider implementing an instant reset button for games that'll require multiple tries and have unsalvageable states). Perhaps there was some trick of skill, but I did not find it. I simply wound up the robot (both short and long bursts; had more success with shorter ones) and pressed the direction I'd like it to go in. Occasionally it did what I wanted enough for me to win, other times it didn't. 

It didn't feel like my skill had much of an impact, and as a result it felt like I had no agency, and lost all fun, as aside from this gameplay the game was not aiming to deliver anything else.

Also, props for detecting when Rob is stuck using all available wind up and restarting the level.


Apologies for the long write-up! I was trying to put into words why I didn't find myself enjoying this, so you have a better idea of what works or does not. I may be an isolated incident, though.

(+1)

Thanks so much for the feedback Poltroon! We were pretty tight on time when it came to this idea, as we scrapped 3 other games before making this one, but I really appreciate this amazing feedback. The theme wasn't executed extremely well, but I am still happy with what we made here hahaha 

Thanks again!

(+1)

Of course. All entries and subsequent feedback must be observed in light of the very tight timeframe in which it got made.

(+1)

I'm sorry you didn't have fun with this. This game jam was at a very inconvenient time for me and we had failed ideas before this one which meant we only had around 1 1/2 days on it and our aim was to have fun making something rather than making something amazing. If we had more time then we would have either made a game more centred around the theme or changed the mechanic to be more than just RNG. Thanks for giving it a go!


Oh, and the restarting the level when Rob runs out of wind-up was added in the last 15 minutes of the jam haha so good to hear that last-minute stress was worth it.