Hey there, as promised I tried your game too!
Interesting idea and seems like you did it with "hardcore" tech with SFML, so grats on that :) That brought back some memories of my first university projects! Some (shitty) games we had to re-implement with SDL and SFML in C/C++.
I like the visuals of the robots, the gas and the fire. It reminds me of some 90's games, like from Sierra Entertainment!
Quick question, is the gas "intelligent" and tries to aim at the robots or is it purely random-based?
## Improvements I would make (for next times or if you plan to continue this game):
1. if something does not work like AT ALL, it's usually better to just remove it. It would ook more pro and well-crafted. Cognitively the user feels less lost because he sees only the options he actually has, the interface gets cleaner, less bloated.
2. Key shortcuts like 1-2-3-4 or F1-F2-... for commands would make the UX feel really better
3. The robot movement animation is quite slow. Also, there is no indication of range.
4. To make the gameplay more dynamic, you could process the new turn when you use a command instead of the greenmark check. Personally I would love it if it were pseudo-real-time with turns being processed every 2-3 seconds or so. And maybe change that time dynamically near the end to give a stressful feeling!
This one is a fundamental design choice, it's more of a personal taste and depends on what kind of feeling and user thinking you want to bring.
# Bugs:
- My system's mouse pointer shows up on top of your "commands" sprite, and some of the commands sprites are not centered on it. So here if it were invisible as it should, then I would think I had clicked on the box to the right. If you resize to fullscreen (to 1080p), it's far worse
- Got a crash: