Neat little game! It has a lot of potential. I am a little sad that we have to leave our robot friends behind, perhaps expanding the puzzles to include retrieving your companion could be interesting. Giving the characters different abilities from one another could be neat, like D.O.G. being able to bypass certain hazards. Nice job!
olipolygon
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Interesting concept! It could do with some expansion on the language and mechanics, and maybe a guide on the side of the screen to keep track of commands and phrases. I also had issues with the textbox being behind the level itself, so I had to essentially type blind. Neat little idea though, keep it up!
Cute little game with an interesting little mechanic! Only a few nitpicks, there's a couple levels where one is doing most of the heavy lifting with the other just waiting, and the last level seems to end in a softlock (the robot gets stuck on the left side of the back-and-forth segment). I see some potential though, maybe having half the screen being the bot's view would allow for more flexible level building and allow backtracking to hit switches, adding in more puzzle to a puzzle platformer. Good work!
Neat idea! I love creative little puzzle games like this and would LOVE to see it fleshed out. You might be able to get around having a separate manual by having a short tutorial level and updating the user interface. The concept is easy enough to grasp without it.
I think it'd be worth having the level be considered finished once an acceptable amount of bots enters the pipe and allows you to move on, with the option to continue the level to try to get a higher score. That would save the awkward situation of trying to finish and/or kill the remaining bots you used to move the others to the goal (this kept me locked in the first level, for some reason bots going to the left side of the screen softlocks the game).
Overall, a very strong jam entry! Keep it up!
Neat little idea, could make for a nice mobile game. I was a bit confused at the start why I kept failing when I realized that hitting nothing is a failstate, oops! I noticed the AI missed almost every shot it took, either speeding up the projectile or firing a lead distance in front of the enemy would perhaps make it more useful (maybe some randomization in lead distance to still allow for errors). Good work overall!