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(+1)

The Idea is interesting. 

The Button right after the Laserwall doesn't work very well. You fall semi-random based on Physics as you hit it, so around half of the Time you just don't fall on the Button enough to actually activate it, or to keep it activated. 

The Fire has no visual indication that you're burning/overheating yet. It is also too fast I think, You can't really see behind it very well, so I had to run through a few Times to almost instantly die, to look for the Cube. Then repeat that to get it back. 

Accidentally carried the Box further away the first Time thanks to the Camera Controls, instead of back through the Fire, making the Level impossible to beat. Had to restart the Game, as anything else didn't reset the Box, only the Robot.

The final Level with the Laser was the one that worked best, as it doesn't matter as much as with the Button where exactly you fall. 

Controls are a bit janky, Camera is way too fast and way to zoomed in, makes it hard to see or control anything. Mouse also doesn't look to the Gamewindow, so if you look around a bit it moves out of it and you can't swap Characters until moving back in, at which Point you're view direction is somewhere useless. 

I'm assuming all the Graphics are Placeholders, still, I think this would work better with a more stylized Robot. If its more cube-oid or something, you could maybe use it to kill yourself to stand on. If its more Spherical, use the Corpse to roll down certain Paths or something. Since you can reboot a single Bot endlessly without Penalty it seems, you could have a selection of different Bots to use, instead of multiple Copies of the same one. Maybe. But maybe that'd also take away from the feeling of a small robot-clone Army you control to get through the Levels.

I'm glad you found the idea interesting even though you went through some jank, I'm gonna try and adress your complaints right now, mainly camera and mouse cursor and the fire too. I've just been so used to replaying the same levels over and over it doesnt cross my mind unfortunately

and yes, physics are really hard to get right for a rookie gamedev like me, there's a lot of values that go into how everything moves and its really time consuming to get it "just right" especially when those values need to change later to accomidate a new mechanic

and there are actually a couple mechanics that didn't make it into todays build

anyway your feedback was really valuable, more valuable than feedback i can give so thank you.