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Robot Or Not's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #6 | 4.000 | 4.000 |
Concept | #6 | 4.000 | 4.000 |
Overall | #9 | 3.672 | 3.672 |
Presentation | #9 | 3.875 | 3.875 |
Enjoyment | #27 | 2.813 | 2.813 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Arodoette, Isunia14 : development ; Arodoette : art ; KiwiTheVth : level design ; Mortarx : being annoying and finding bugs
Software used
Krita, Unity
Use of the limitation
You can choose two functions from a rooster, and can only control one at a time because there is only one button!
Cookies eaten
First time being able to answer that I (Arodoette) ate 8 cookies (almost in one go). Isunia ate chips.
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Comments
Cool idea!
Loved the art, loved the music and I really like the concept! Thats great work for 72h! I can see a full game with this concept. I also was a bin confused first but figured it out after a while of random clicking and then reading the description.
Great art and interesting puzzles!
Control setup was a little confusing but it all worked out great in the end.
Took me a while to understand how to work the interface but was a fun experience once I had it down!
A beautiful game about controlling a robot. The idea of multifunctionality with one button is well integrated. The music is cool, and the puzzles are interesting. Fantastic!
Everything is perfect. The art, concept, music everything!!! I love it!! Continue develope the game it has potential. The only thing that was a litle bit anoying was that the functions everytime reset when you die.
A little confusing, but fun. The levels are a bit simple, and the solutions are commonly a bit obvious. Controls can be a bit difficult to figure out at first.
Great aesthetic! Yeah, the bottom command is always run, not the top, so the instructions made the game harder XD. I think my favorite level was the one where you only had Shoot and Walk as commands, and you could use the button to turn off your automatic walking, although I'd guess you could probably just time it on start.
I think I'd play like another 15 levels of this, easy. There are a handful of things I'd change. First of all, I kept trying to use which panel the wire was linked up to, as the way of setting which command would go in which slot, if for no other reason than there wasn't any visual indicator of which slot was selected. Good thing there was some audio to let me know clicking them did something.
Also, as I progressed through the game, the option board clearing whenever I failed was a pain, since it was usually an execution problem rather than a strategy layer problem. I'd probably keep the existing board, and maybe add a reset button if needed. I wish there were more chances to change the wiring during a level. I don't think there was a puzzle where you had to change what the button did while driving.
Speaking of wiring, I think there's certainly room for a third option on the board, maybe with more power draw to make that mechanic matter more. Some u-turn blocks and/or moves would be nice if you wanted to extend the play area.
In general, great entry. I really enjoyed my time with this game.
This looks great and I love the idea but I couldn't get it to work. I managed to get though the first level (although the functions were reversed from the instructions, bottom one happened constantly, top only when I pressed the button) but it the second it just refused to populate an instruction into the bottom slot and just kept changing the top one, no matter how much I moved the wire.