Interesting idea overall. Has room to grow for sure, i'd like to see the ai be more dynamic, perhaps look where it wants to go. Apposed to you telling it where to look. But i did like the upgrade system, that was a nice suprise
Play Epik Game
ModBot's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #334 | 3.333 | 3.333 |
On Topic | #402 | 3.200 | 3.200 |
WOWIE! | #510 | 2.667 | 2.667 |
Sound | #520 | 2.533 | 2.533 |
Creativity | #543 | 2.867 | 2.867 |
Fun | #567 | 2.533 | 2.533 |
Simplicity | #673 | 2.800 | 2.800 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Music Source
Our teammember Squiggs made it
Credits
Diet Games
Comments
I like the concept behind this a lot; having the AI control one part of the robot and the player the other. Very cool. And the gameplay loop was certainly fun -- I particularly enjoyed the laser. The shotgun and machine gun seemed too difficult to properly use (I guess you need to have the enemy on one end and then rotate before it shoots or something?).
It's been noted a lot below, so I'll not mention the voice lines, but one other thing that tripped me up a bit was the initial appearance of the robot in each room. It always took me a few moments to figure out where I was, which was problematic considering that all the enemies immediately know where I am, and some rooms requires you to react quickly. Maybe having a the player contrast a bit more with the background would have helped, or centering the camera on them?
I also would have liked to know what exactly the upgrades do. I can upgrade them, but what does it upgrade? Damage? Fire rate? Something else? A short description might have aided there.
Overall, I quite liked this. It's a very solid gameplay loop and a nice concept.
We've gotten a bunch of comments telling us our tutorial is unclear due to difficult to hear voice lines, which is fully understandable. Therefore, here is a little mini-tutorial to hopefully make the controlls and systems clearer.
Control:
WASD to Move
Right Click to turn droid
Left click to use Claws
Guns:
Some guns require a condition to be met before fiering:
Shotgun requieres an enemy to be to its right to fire (Fires after a short delay).
Machine gun starts charging up bullets when an enemy is behind it, fiering a barage of bullets after the charge(More bulets the longer the charge).
Systems:
In the modification menu, click on a weapon-icon to select it, then click again on a space around the droid to use it in your next run.
Hope this makes the game mecanics understandable!
Ps: Some of the brain tanks in the levels are movable, try finding them all!
Amazing artwork and concept- I love how you're limited to 4 angles to shoot- as well as the automated shooting (which I'm guessing is the collaborate with AI part)- I only have two problems (and they're only small so dw)
1) it's unclear when an enemy is hurt, and they seem to just disappear when they die. You may have run out of time, but it would've been much better to have some visual feedback in that aspect.
2) i'm sure you understand that the AI voice is a bit difficult to understand, so maybe just add some text or subtitles? I think it sounds ok and adds to the immersiveness, but that by itself isn't clear enough in the tutorial aspect of things
This being said- you must be super proud of this game, it really is a top 3 contender for me!
Really cool game! Really like it, was very fun to play, good job!
Great game, music, graphics and idea. It looks really polished. Only thing: why some guns dont shoot when there is an enemy in the way?
Thanks for the feedback! To emphasize the AI portion of the game we made some weapons have certain requirements to fire. Shotgun triggers when there is an enemy to the right and fires after a short delay. Machinegun starts charging when there is an enemy behind it, and launshes a barage of bullets based on how long it was charged. We didn't have the time needed to make this visually clear in game, apologies for that!
Great game, but half the time I couldn't tell what the narrator was saying
Yeah, sorry about that. When recording and modifying the voicelines ,we listened to them whitout music or sfx. It was possible to tell what was said, in contrast to what often occurs in game. Because the sound system was one of the last things we managed to do, we didn't have time to fix the issue. :/ Thanks for the feedback though!
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