Really cool setup and mechanic! It would be nice if there was a little more precise way of predicting the robots' paths, although the trial-and-error puzzles were still fun.
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BS-9001 Quality Testing's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #762 | 3.667 | 3.667 |
Overall | #809 | 3.444 | 3.444 |
Fun | #827 | 3.333 | 3.333 |
Presentation | #1390 | 3.333 | 3.333 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The BS-9001 is out of your control as soon as you release it.
Did your team create the art for this game during the 48 hour time slot?
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
We used pre-existing audio
Comments
Very nice!
Quick suggestion: you should add some kind of indication of length traveled, in terms of duration or number of steps or something. I never know how long I'm supposed to hold down a movement key :D
Or perhaps that's part of the game, and I need on purpose multiple runs to tweak the sequence I input.
Such a cool mechanic! This could be turned into a cool puzzle game. Note: The control instructions are wrong / confusing and took me a little while to figure out.
how are they wrong ? what didn't work ? which control set are you using ?
Ok I'm assuming you are a QWERTY user and tried to use A/D/W. And those won't work because the control keys are tied to the actual letters, not the position on the keyboard (like our teammate who wrote the page assumed), and we are azerty users (plus we mostly use pads). Well, the arrows still work fortunatly (and A/D/W but it's pretty bad for a QWERTY user). Sorry for the mixup and thanks for warning us.
The idea is really cool! Getting the right timing can be really tricky tho, but it's a fun challenge.
A good improvement would be to make the controls more clearer, and add more visual feedback on whether the player is in record mode or not.
Pretty Cool mechanic! :D
But I think a grid based movement would fit the game better.
That quickly becomes a bit laborious. I had to give up at a level that asked me to push a box on elevators to put it on a red button at the top. I just couldn't find the right timing, and the more I fiddled with that box, the harder the level became!
It's an interesting idea thought. Maybe it would benefit from more precision in the controls (a grid level, or more emphasis on timing). Sometimes it just feels loke playing a puzzle-platform game with a huge input lag! :P But it has some clever moments though, like that time where you have to use two robots. Also thanks for being compatible with azerty!^^
I finished the game in 184 lives and by the end I could almost play with my eyes closed. At first I thought the trick of the game was to overcompensate and have 'fail-safes' programmed in so that BS would jump more than it needed to but eventually I realised I had to learn the physics of the platforming to essentially play while imagining BS running around. The middle few levels were quite frustrating especially where the red button is at the top but overall it was very satisfying to complete a section and the way you had to use multiple copies of BS to solve some puzzles was great. The final reveal at the very end was worth all the frustration! Thank you for making this :)
Woah, thanks a lot for playing and for the nice feedback ! Glad someone enjoyed it enough to finish the game ! As for the reveal, it started as a joke but actually helped design the levels (gave us a starting point, a constraint to breed creativity). The downside (as you have noticed) is that the difficulty curve is not that linear ^^.
I loved the idea of the game, it would be cool if the robots could interact with each other, like send off one robot to run into a gap and have another jump on his head.
We toyed with the idea. Initially dead robots left bodies behind but we removed it Saturday as it took too much design space away :
- It made boxes redundant
- you could cheese most levels by stacking bodies
- dead bodies would clutter the levels reeeeal fast, potentially softlocking the game.
as for having puzzles that needed two robots, we felt the game was hard enough and went with no interaction between them so you you plan/launch your next attempt while the last one is miserably failing ^^.
There still is the possibility of needing to hav 2 robots performs concurrent actions (one pushing buttons while another goes through doors) but that would require incredible timing (it did happen a couple time by accident in testing). Maybe future levels ?
Thanks a lot for playing !
This game is awesome. You have control over the subject but not a precise one, is great. And the music loop doesn't get stale fast. Great game.
Check ours too!
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