I fought and killed two enemies before the first warning on the ground showed up ; it's a bit rough around the edges but I like the concept and the diversity of movements with asymmetrical roles. Cheers!
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ROBO DOOM's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #827 | 3.639 | 3.639 |
Overall | #1912 | 2.967 | 2.967 |
Fun | #2357 | 2.672 | 2.672 |
Presentation | #3063 | 2.590 | 2.590 |
Ranked from 61 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 robot can be controlled only by switching the weapons, while movement and attack are out of control
Did your team create the art for this game during the 48 hour time slot?
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
We used pre-existing audio
Comments
Uhm, did you read the instructions written on the ground? You control only the switch of the weapons. By that I mean that you control the weapon that is used currently, and you need to choose based on the environment. The first level is a tutorial, by reading on the ground you should be able to understand what to do
Yes, I saw the instructions, but I still couldn't figure out what to do. I'm very new to gaming, so it's probably obvious to most people, but I couldn't figure out how to get past the beginning of the tutorial. I pressed W when it told me to, but I just ended up spinning in a circle for a long time. I tried using A and tried exploring around a bit but couldn't figure out where I was supposed to go or what I was supposed to do next. I just tried again now and was able to figure it out, and the game is really cool! I know this was a 48 hour project, but if you plan to expand it, I think it would help to have a hint message appear if the player is still in the entry area after like 2 minutes.
Hahaha robo goo CHAINSAW VRRRRRRRRRRRRRRRRRRRR.
I found turning a bit too difficult to control so maybe that can use some touch up, but this was fun. If the gameplay was polished a bit more it could be a BLAST! literally KABOOM!
Okay, this idea of controls is amazing! Well done
the dynamic of switching what you have control of is an interesting balance - enjoyed!
Very cool how all the weapons control your character differently. It is hard, but also very fun if you get to know how to control it well.
rated ;)
This game is very cool, and It is so fun to push the different keys and watch the guy go. If you like this idea, keep working on it! Awesome job submitting a fun game to this jam and I hope you learned a lot of new stuff. When you have time, please check out my game :D
Great game which makes the player pay attention to the advantages and disadvantages of the different weapons. Great work!
If you have time I'd love for you to check out my game!
Thanks :D I played your game! The first half is really cool, the second part is a bit too much frustrating because there are like too many obstacles in the way. I took only 2 hearts and then i gave up after the 6/7th trial to go back on the spot were i was and i had to start from the start again.
Nice narrative, it had a super hot vibe :)
I like the concept! It takes shoot to move to a whole new level. Understanding and mastery your whole arsenal of weaponry to both fight and navigate the stage is an awesome idea! Great Job! :)
Nice game, controls are a bit frustating at first, I wish the turning was a bit quicker.
Cool concept of balancing combat and movement.
It was a bit frustrating to see an enemy appear too close to be able to respond, since turning is so slow. I would have to [S] then [A] to run away, turn around and shoot, which got fairly repetitive (and not fool proof). If the movement was a bit smoother (faster rotation on [W] or the ability to dodge more effectively, or having [E] and [D] shoot in different directions so you can choose which one to use) that could compensate for the slight clunkiness of it.
Thanks! for the frustrating part about the enemy i know, but because the music changes i felt like you could still sense that something was coming.
For the controls, i didn't want to make them faster because of the "physicality" of the act (its a chainsaw that is moving, or a super heavy sword). for the shooting, in the disclaimer i also tried to say to not see it as a classic shooter. sure there are weapons, but i liked the idea of using them just to move and escape. It's a bit clunky tho, i agree.
Thanks for the comment :)
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