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Thanks for playing, and thanks for the feedback! Agreed, the shocking tiles can be tough, they we really need an animation so you can your UI piece disappear. It removes one queued action for each turn you spend on it, so the first one you spend two turns on as you land and have to turn and then move. The second one is just land and move. (It also errors out if you have no moves to drain, oops...). I would think most people didn't play to that point otherwise we would see many more complaints about it! Haha I think the battery level in particular is really really slow to show that mechanic, and most people would stop when they mess up there once.

The inputs could 100% work immediately, but it just changes the nature of the game. Part of the challenge we wanted to impart was having to visualize where your robot was as things happened to it, and removing that challenge trivializes it a little bit. You're definitely right about needing to speed it up, in the 'post-jam' version, we've removed the delay between actions, removed some frames from the animation and are implementing a reset button. We're also looking at chaining animations together, so walking 3 tiles forward will have an animation rather than having to play walking one tile three times. Hopefully that makes it feel a little snappier!

Thanks again for playing and for such detailed feedback!

Oh yeah, I did have it crash on me on that level, but if you press space it resets and redraws the level with your robot still on that tile.  By the time I completed it, there were three robots, my own, and one on each tile (who were ghosts collision-wise).

You can also skip between levels by pressing 1-6... haha definitely forgot to remove some stuff before release.