Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

So first I have to ask -- is there any ending to the game? I played in to it maybe about half an hour or so, and at that point the game started to lag really hard. I couldn't tell if this was just a problem with my browser acting up (the game first started to lag seemingly when I received an email?) but I couldn't figure out a way to refresh the game and restore my progress.

However, in these cases, when source code is available, I do like to try to see if I can recover my progress just by hacking the game :) but from looking at the source code, it seems like there is no actual ending point to the game.

I would definitely recommend saying something about that in the description, or something, because had the game not started to lag I probably would have kept playing for at least an hour or more, thinking that there was an ending at some point (and that the game just happened to be really long).

And, just as a side idea: one thing I sometimes do in jam games is provide some kind of level select or fast-forward cheat code. I figure that losing progress if you happen to need to reboot the game for whatever reason basically means that, if any players ever do need to reboot the game, they are simply going to quit playing at that point. And there's no real harm in providing unfettered access to the whole game.

One other small criticism: The tutorial text, as well as the benches, both require pressing E to interact with. But... there's nowhere that tells you to press E to interact with interactable objects. I figured this out simply by trying E when I saw the notes, because they looked interactable, and I felt like E might be the right key. But I didn't figure out benches were interactable until I got to the second bench, figured it must be some kind of checkpoint somehow, and then figured out that I could use E.

So, perhaps it would make sense to say somewhere: use E to interact, and then have one of the tutorial notes say "rest at benches with E" or whatever. (It can be as explicit or implicit about them being a checkpoint as you like... but knowing they're interactable at all is usually helpful).

All that said, there was a lot of cool stuff here.

One thing I really, really appreciate about this game is the combat system. So, we read this note that we can punch with the left mouse button. And then we go and try to punch the robots and immediately get destroyed, because it's really dang hard to punch robots to death.

And we have to rethink it a little bit, and realize that punching is basically completely useless, and that the only real way to destroy the robots is drop them off the ledge, or maybe to just outright jump over them.

This is great. It is wonderful, in my opinion, to have this punching mechanic with its only real purpose to be demonstrating its own uselessness.

I did eventually manage to actually kill some robots by punching without being killed myself, but.. this is still way harder than dropping them off the ledge, so the point still stands.

It's also a sort of fun bit of realism, so to speak. Like, in real life, you do technically have the option of punching a killer robot (were you to encounter one). But, in real life, you would almost certainly never exercise this option. So having options that you will never choose to use is a fundamental property of the real world, and incorporating it into a game is therefore creating a kind of realism.

I also like some of the little subtleties of the combat system. For example, if the robots are still activated while they're falling of the edge, they come very close to the other side and can hit you there if you're standing too close. But if you happen to walk far enough way for them to deactivate (with the question mark), they drop straight down... making this a more effective technique. I believe I only ever performed it by accident, sadly, but it's still cool.

I would say the combat was quite engaging, really, in a lot of the game that I played. I would often decide between jumping over a robot or leading it off the edge, depending on how many robots there were, how much space was available, etc. One of the most interesting situations was robots that were very close to the edge. This required some precision jumping to activate the robot and then immediately jump backwards to the previous platform. (I do think it would be helpful to have some coyote time in the situation -- sometimes I felt like I pushed jump, but fell to my doom, which was a little frustrating).

Other things I liked: it's neat how the benches take a little while to heal you up, with the litlte heart particle effect. This is a nice touch.

I like the way the robot sprites are designed. They look kind of like zombies, or like someone doing something silly with their hands, and this is a fun take on the evil robot appearance.

The player sprite is good too. I feel like the punching animation is quite appropriate for how useful I found punching to be in combat.

The parallax background is quite nice as well.

(+1)

Thank you so much for playing and for giving such detailed criticism, I really appreciate it!

Regarding the ending, I don't think there is one unfortunately. I thought my partner may have put something at the end and I think I may have seen something somewhere about an ending possibly being there but maybe I misread. I didn't have the time to ask or play enough to find out but I guess I shouldn't have suggested that there was an ending in the description if I wasn't sure. I apologize for having wasted your time, I will change the description and, once again, I thank you for generously giving so much of your time to try the game.

Regarding the lag, I never experienced any when play testing myself, though I didn't try the browser version for that long so maybe that's specifically a browser problem, but what I did try seemed pretty stable for me on that front.

Being my first jam, it didn't cross my mind to have a level select or cheat. I guess I was coming into this with the mentality of not having an easier way to progress that isn't the core mechanics of the game but in the context of a jam I can see how that can be very helpful and useful so maybe your approach is better. I'll keep that in mind and do that in my next jam.

I figured the newspapers would be obvious to be interactable with E but I imagined the benches wouldn't. I didn't get to tell my partner that and if he noticed that too I guess he didn't have the time to implement it but it's a totally valid criticism.

There was supposed to be a lot more than the 1 punch and the punch was intended as a last resource so I'm happy that it didn't feel easy while still being fair. The game was supposed to have a vendor where you could get weapons by collecting money from killing the robots, kind of similar to Ratchet and Clank. I had already animated the vendor and designed some of the weapons. One was a sort of vacuum cleaner that could pull the enemies to you so that, in the few instances where they spawn near a ledge you can't get to without being hit, you had a different strategy. The punch was initially meant as something you could use when you had no ammo, as well as jumping over them or luring them. Unfortunately, none of this was implemented but I'm happy there was still a level of strategy and satisfaction in your playthrough.

I do like to aim for a level of grounded realism in the games I make so I'm very happy to hear that you got some of that.

I think the different way the robots fall was more so an happy accident then something that was intended but it's still great that that's in the game. I'm now wondering if there could be a weapon made specifically to confuse nearby robots at the press of a button to further develop that idea.. I don't know how well it would work in practice but maybe I'll add that after the jam is over and see how it works.

I agree with the need for a coyote jump. In fact, it was something I mentioned right at the start of development but my partner had never heard of it and I guess he forgot about it. Definitely something that will be added after the jam as well.

The initial idea for the benches taking a while to heal was because there would be a bit of dynamic music that would play. There was something for when you were at full health, healing, a robot was approaching or a robot was approaching while you were healing. It was a way to add more tension and strategy to the game while also giving a bit of rest with some relaxing music if there were no robots nearby but that didn't get implemented either though all the music already existed.

Ahahah thank you! I was quite happy with how silly the robots looked myself. I didn't think of zombies but definitely went for noodly limbs. Probably my favourite of the animations I made.

I'm glad you liked the visuals!

Thank you so very much for playing this much and giving such thoughtful criticism. I'll be sure to take as much away from this as possible and also change the description. Very sorry for wasting your time again.

Haha, there is really no need to apologize for wasting my time. 30 minutes is an extremely standard amount of time for me to spend on jam games. If I was annoyed with the length of time I had spent you probably would have heard me complain about it. 😄 Not to mention, I really enjoyed almost every moment of it... right up until it started lagging, I was having a great time--something I maybe didn't emphasize before is that I felt like the configurations of robots kept things really fresh & consistently engaging. The robots that were grouped together were sometimes more appropriate to jump over, while other robots required eeking close to the edge, then running away, then jumping over and jumping back quickly, and then maybe you could jump over the remaining robots. I think if the game did have some kind of ending, say, 8 checkpoints in to it -- it would be a pretty solid little game!

But I definitely appreciate your consideration for my time!

(+1)

Well, I take respect for the player's time seriously and I don't want to ever take other people's time for granted, especially when they've decided to try something I made. Not that I thought you were necessarily annoyed, but I like to show my consideration out of principle, whether it bothered you or not ^^

That's great to hear! Despite everything, I'm happy that 1 type of enemy was still able to force the player to have different approaches, those are the types of enemy I aim to create :D

The initial idea was that you were going into the inventor's house or the factory that created the robots to disable all of them so I'm in agreement that an ending would've helped a bit. I'll be adding that in the update.

Of course! ^^