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A jam submission

Generic Robot Adventure!View game page

Submitted by Mushroomstick — 17 hours, 23 minutes before the deadline
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Generic Robot Adventure!'s itch.io page

Results

CriteriaRankScore*Raw Score
Is this just spam?#74.7334.733
Was this entry made during the jam duration?#214.9334.933
Overall#214.2934.293
How much effort went into this? (keep in mind newcomers)#244.5334.533
Would you recommend this to others to try out?#273.8673.867
Does it implement the theme well?#503.4003.400

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

World rendering is fantastic, well done. Gameplay is pretty simple but you have so many elements in place and working, it's a really impressive achievement in such a small amount of time. Nice work!

Submitted(+1)

The camera, damn that camera... It's amazing. The game itself simple and clear, fun nonetheless. I would love to see this camera thing expanded into many games man. Keep working!

Cheers, and good luck! :)

Submitted(+1)

I like the isometric style, but this is a bit more since you actually can rotate around, looks great!

Submitted(+1)

Nice work! I like the camera perspective you went with for this game. I think it helps contribute to the feeling of being lost in a maze compared to if it was top-down 2D for example. Good job on the submission!

Submitted(+1)

Pretty cool game, loved the Isometric style. Ran fine on linux with wine, although I don’t know if the bug I encountered was because of it, the enemies would not damage me upon contact, only if I moved into them after contact it would damage me.

And also, just a heads up, the debug controls on the game description are inverted, the boss controls spawn an enemy and the enemy controls spawn a boss.

Developer(+1)

Thanks for letting me know it runs with WINE, I appreciate it.

You are 100% correct about the enemy damage bug. They also don't display the correct directions when the map is rotated. I admit the enemy ai was kind of rushed (in addition to fixing the already mentioned bugs, I would've liked to have implemented some real path finding) as I was kind of more focused on getting the levels to generate and display nicely. Actually, there was a bunch of stuff I wanted to implement that never made it in - like instead of just having a simple damage up upgrade, I wanted to have a shop/inventory mechanic where you could buy stuff like stronger arms/different weapons, faster legs (maybe swap in wheels/tank treads), maybe like limited use stealth items and stuff - but I digress.

Whoops, I edited the game description with the correct debug controls, thanks for the heads up on that too.

Submitted(+1)

No problem man, it’s pretty solid for what it is.

Submitted(+1)

Pretty cool game, I like the isometric look to it
Good Work!

Developer

Thanks! The game is using a perspective fov camera and then all the walls, the player, and the enemies are textures wrapped onto primitives in 3d space to get the look. Underneath that, it's all tile based collisions and movement.