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There are some really nice elements in here. The robot looks super slick and I can see the independent movement of the parts, that's really cool. The particle effects are also super satisfying and just fun to watch. I was also super drawn in by the simplicity of the title card, very nice work.

Unfortunately, I struggled a lot with the movement. I saw in the comments below that you wanted to give the sense of a diminished character who becomes stronger, but I ended up just overcoming this by holding down shift the whole time I played. It's definitely commendable to reinforce thematic elements with gameplay, but I think in this case it didn't feel great and I had to overcome it by making the game less enjoyable by dashing at breakneck speed everywhere...). 

Secondly, the map was fairly difficult to navigate. I know that if I get into the next room and drop down to the left I'll encounter a boss, but that was about as far as I was able to get in terms of building a mental map. There weren't many places where I could go, "Aha! This is THAT part of the map, I'll remember how to get here in the future."

Also as has been mentioned, the parallax was pretty rough on the eyes. 

Overall I think that you did a good job of realizing what you wanted to with the robot, and the amount of work you put into it showed, I look forward to seeing what you come up with next time if you participate in MVM XVI!

Thank you so much for the awesome feedback!  I love what Colin did with the design.  The movement, however got a little funky with the different parts.  I'm not sure what that was about.  It's nice to see the parts were noticed.  The boss, is also comprised of several pieces.

Great perspective on the map.  I think it will feel a lot better with a tighter and more focused design.  When it was built, I decided to change the collision system to a tile (vs. object) based system which presented a lot of other challenging issues I was not prepared to handle.  Something also prevented the final room from loading, which is why the end screen wound up being just an image.  I think it will be great to have a write up about the process once we are done with the Jam  ratings.

Yeah, the movement was supposed to be better earlier on, but I ran out of time making collectables and the upgrade logic.   I think ultimately, it just feels better with better movement.  Will definitely be tweaking this.

A mini-map is planned to aid with navigation, but I also think the tighter level design would aid in this  as well.   I'm thinking about a different approach to  the level design as well.

Thanks again for playing!