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A jam submission

Stop Rob, Save BobView game page

Play as Bob's Smart House, allowing him to complete his tasks, while preventing the evil Rob from murdering him
Submitted by Tuatarian — 6 hours, 4 minutes before the deadline
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Stop Rob, Save Bob's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#10803.7223.722
Enjoyment#22842.9442.944
Overall#25523.0743.074
Presentation#39372.5562.556

Ranked from 18 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?
Typically, you would either play as an assassin or someone trying to thwart an assassination, but here you play the environment where it would happen

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

Submitted(+1)

Really good idea, but quite hard and a bit awkward to remember which thing does what and click in time. I got better at clicking things on and off after some practice, but it was still a tricky juggle. The graphics are fine and the music is nice too.

If you're thinking of working more on this post-game, it would be awesome if there were perhaps keyboard controls too (numbers 1-9 or something?), or some colour coding (or the keyboard numbers) where walls can toggle on and off, and matching colours on the controls to click. I think with those tweaks, the current difficulty would be fine :)

Submitted(+1)

Very unique premise. Actually pretty addictive. Still trying to beat it though :) . Clean simple style. The way the UI works is weird but I would think that is something that you would have made more intuitive with more time. I like this

Submitted(+1)

Really fun idea for the game, but it takes some trial & error to figure out what you're supposed to do. A bit more directions (even if on the game's page) would've helped a lot. As for the gameplay itself, it can be a bit difficult to manage all of those buttons on the side. Not very intuitive which button closes which door and you don't really know at first where those doors are located. Nevertheless, had a fun time. Good job!

Submitted(+1)

I love the idea, although the game is a bit difficult. I couldn't reach the toilet :(

Apart from that the game was quite fun to play, but i wish it would be easier to close doors and redirect the enemy. 

The art is simple but clear, i like the fact that there is consistency in all the sprites.

Overall, good job!

Developer(+1)

Thank you! I should definitely have added a simpler tutorial level but I was so burnt out by the time I finished the base code that I couldn't bring myself to. A wiser man would have done that instead of making a second, harder level that most players wouldn't see... Lesson learned for next time I guess. Thanks for playing and commenting!

Submitted(+1)

Game jams are to learn and practice, it's ok if the game is not perfect. What matters is that you managed to make a game using your current skills, and you did a pretty good job. (to be honest, i'm not really good at strategy games)

Submitted(+1)

Sadly I wasn't able to save Bob from Rob... But it is a fascinating concept that might use some extra time fleshing out!!

Developer(+1)

Thank you so much! Just gonna reply to stuff as I see it in the video:

  1. My bad on the controls lmao. I badly overestimated how intuitive they were
  2. That file you opened with the pathing was included accidentally lmao, I forgot to remove that. Those don't do anything for the game, it was just a tool for me to be able to input some coordinates more easily
  3. This is a kind of a custom engine! Using Zig and Raylib
  4. Watching you figure out how the controls work was a glorious moment
  5. You are absolutely hilarious, 
  6. That death where you clicked Ma-Kt and it snapped you back was completely unfair. This is an artifact of me not wanting to code collision + bad placement of navigation points, super sorry about that The second level is a lot better in this regard
  7. Watching you trap Rob in the Bedroom was a similarly glorious moment
  8. That snap back with the Ma-Bd door is the same issue. I have learned my lesson about that one, really sorry you had to deal with that unfair death
  9. I'm really glad you commented on the muisc! It's made by Geowizard, who runs a geoguessr/travel channel. It really has no buisness being as good as it is, but I really like it and use it in almost everything.
  10. I really should have explained this somewhere, but you can only have 2 things on at a time, including the stove/sink/toilet clicks. Very very bad decision from my end to not have anything indicate that ingame.
  11. Not quite SFML, but raylib is pretty similar. SFML is wonderful though, though I prefer rl api . If SFML 3.0 comes out I will definitely make another game with it. Love to see another no-engine user, especially in jams!
  12. Glad to hear the graphics aren't too much of a turnoff. I don't know how to do art, so I just use geometry and simple colors lmao. 
  13. I completely agree with everything you said at the end. I also definitely should have made a much much simpler tutorial level, but I was so completely burnt out near the end of the jam that I just couldn't. Lesson learned for next time, to polish the UI/UX first!
  14. Using emacs, not VS. I developed the entire thing on linux and breathed the hugest sigh of relief when it compiled painlessly for windows.

Thank you so much for playing! Your video was very insightful and incredibly fun to watch.

Submitted(+1)

I like the concept! Would be cool to see a finished game like this.

Developer

Thank you!

Submitted(+1)

It was hard to memorize which button controls which door. Maybe make an indicator, for example: the doorway is highlighted when you hover over its button. Other than that I think it's a cool concept.

Developer

This seems to be a really common suggestion. The disconnect between the clicks and the actions on the map was intentional, but I probably went too far with that one. Thank you for your comment!

Submitted(+1)

Very cool unique concept. i think clicking on the things where they are on the map instead of a list on the left would make it more playable, especially with the doors being labelled with abbreviations. 

Developer

That's fair. I thought it might be some fun to scramble to find the correct click, but I may well have made a mistake with that one

Submitted(+1)

I like the concept, but to me it was very easy to get into a situation in which there was no way to escape. It would really help if Rob would roam around a bit if there is no direct path, or if he wouldn't know about closed doors out of his field of vision.

Developer

Thanks for your comment! I don't think there are actually any gameplay softlocks (short of bugs in my code, which are surely plentiful), but it definitely isn't obvious how to lock Rob in random rooms while you complete tasks. I probably should have included some easier levels to ease players into the tricks needed to beat the levels though. Thank you for playing!

Submitted(+1)

A very unique and interesting idea. I liked it. Good job!

Developer

Thanks!

Submitted(+1)

Very interesting game! I struggled a lot trying to remember which box would block off certain rooms. I feel that the names for each box could be named a little bit more clearer? You could also color code them too! You can have a dotted outline for each section of the house and associate those colors with the block options.

Developer

These are all really good suggestions, color coding would probably have been the move. Thank you!

Submitted(+1)

Pretty interesting concept. For me it was pretty hard to play because it was hard to know which box corresponded to which door in the moment. I think it'd be nice if when you hovered over one of the boxes it highlighted what it would activate in the house, that way you could react more easily. As it is it was too hard to keep up with for me but it seems like it'd be fun with some refinement.

Developer(+1)

Thank you for playing, and thanks for your comment! The disconnect between the boxes and the effect on the map was intentional, just because I thought scrambling to find the correct click might be some fun, but that may well have been a bad decision on my part. Again, thank you!

Submitted(+1)

Yeah I had thought of that,  with my suggestion it might have just been too easy. It's possible that with more time I'd have gotten better with it. I think your reasoning does make sense at least, hard to say if there's a better interface that wouldn't trivialize it.