Play game
DisDroid's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #21 | 3.200 | 3.200 |
Sound | #26 | 2.800 | 2.800 |
Gameplay Experience | #27 | 2.800 | 2.800 |
WHAT-A-GAME! | #31 | 2.600 | 2.600 |
Theme Interpretation | #31 | 2.200 | 2.200 |
Visuals | #38 | 2.200 | 2.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Nice Job! I really like the mechanics of the head and the body and how it leads to the different path! One problem would be during the boss fight you can actually stand on the hatches on the right so if you use them (i didn't) it can really reduce the problems during the fight. Overall great game!
Thanks for the feedback! We are so happy that you had such a good time with the game, and we are currently are working to improve the mechanics and concepts for subsequent builds so hopefully, it only gets better from here. We noticed that little glitch in the boss after submission. It's funny that you noticed that too lol; if you watch Whateep's stream, we actually told him about the glitch because he was having trouble with the boss fight, and it lagged out the entire stream because for some reason the blur effects and particles in the boss fight cause lots of lag. Again, thanks for taking the time to play the game and leave some feedback; it means a lot!
This game really has charm! Especially with the music it reminded me of old school arcade games. I felt like the graphics had a certain appeal that fit the game nicely, though the main character could have deserved a bit more attention. It felt really fun rolling around as just a head, but it would have maybe been cool if there were multiple stages of self destruction, which each had their own unique properties!
I do agree with the other commenter that the jump felt a little bit floaty, and during the boss fight sometimes the robots were spawned so close together that I couldn't jump between/over them. I also really like the idea of intentionally taking damage to explore otherwise inaccessible areas, but of course it would be nice to reward the player somehow for taking that risk.
Wow, thank you so much for all the feedback! I am not a composer and I don't know how to play any instruments so the fact that you liked the music pleases me to no end. Our artist completely agrees with you as well; we both liked the general art style, but the main character could definitely use some work to appear more robotic (we didn't have much time in the jam but he will be updated at a later date).
I am in love with your idea for multiple stages of destruction, and I can almost guarantee that will make it into the final game, and perhaps maybe some type of building system would be cool too. You are correct in that the physics definitely need tweaking so that they feel a little bit weightier, and we also plan to adjust the balance in the future so that there is more reward for being more agile (as of right now, it is marginally faster to complete the levels as just a head but there is no reward for faster completion).
Our artist actually wanted to know, how did you like the final boss design? He is really proud of it but he is also looking to improve it if possible.
Once again, thank you so much for all your meaningful feedback; you have been a great help!
Since its your artist asking, I'm assuming you mean the visual design of the boss? That was really solid in my opinion, you really succeeded in making it seem menacing and overbearing and I liked the animated screen. If fact, it would have made the scene a lot more dynamic if the whole construct were animated, but I know that time is limited during a game jam. If you're planning on continuing work on it I'd say parts of the drawing (pipes, damage etc.) should definitely be shaded to give it a more detailed appearance.
Cool idea. Head separation mechanic is really cool. I had some issues with the robot killing me multiple times as he was flying off the screen.
Thanks for the encouragement!
The dead robots still killing you is a known issue that we plan to fix in the future. Lol, there was a sinking feeling in my gut as I playtested the game after submitting at 3 AM and saw that I forgot to turn off the robot hitbox upon death (I remembered to do that in the boss fight which made it that much worse).
We are working to improve the game and will upload a more polished version at a later date, hopefully with actual RPG elements as intended (I don't know exactly when because of finals and tests coming up soon). Again, thanks for playing!
Cool idea. Head separation mechanic is really cool. I had some issues with the robot killing me multiple times as he was flying off the screen.
Nice :)
It’s a cool concept; balancing mobility and vulnerability- and was pretty well executed given all the stress of a jam game.
Was pretty satisfying to complete :D
Thank you! We are planning to update this game in the future, and of course, I'd like to update the balance between agility and safety to be more rewarding for agility, as right now it makes more sense to go for safety. I'm glad you liked the game!
The game has a cool vibe, sorta like Portal or something, and the music is pretty cool. I really like the ability to self-destruct yourself to be more agile. The controls feel decent, but kinda unresponsive at times. The visuals are okay, it doesn't seem like too much effort were put into them. I wish the music wouldn't stop when you change levels. The explosion when you self-destruct kinda gets in the way. The blur effect when you are in a vent seems kinda half-baked. Other than that, decent game, especially considering it was done in one day.
Thanks for the feedback, man! We will be sure to take all this into account. I get what you're saying with all the mechanic-centric critiques, but do you have any specific tips to improve the visuals? This was the first game in which our artist drew all the sprites in vector and animated them fully, and he is still learning, so any specific help would be greatly appreciated! I will be sure to rate your game in the near future.
The charachter model just feels kind of generic. It works, it just could be better. If the character is set in this awesome run-down laboratory setting, then it would be nice to see a player that fits the theme or lore of your game. Maybe the player is an escaped prisoner or something and he's wearing an orange jumpsuit. Or maybe he's a cool looking soldier who has been at war with these robots for years.
Yep, I totally get what you are saying. The main character is actually a debug/test model that my brother made when he was learning to make a platformer a while back, and we really liked the design so we decided to include him in this game. We definitely could have made him look more like the robot/android he was supposed to be. Thanks for being so helpful, by the way! Your feedback is going to help make our game so much better!
Be advised that the Web version is a bit buggy, so it is advised that you play the desktop versions for best performance. Thanks for your understanding!