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Autopilot's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| How well does the game fit the themes? | #1 | 4.429 | 4.429 |
| Audio | #7 | 3.571 | 3.571 |
| How do you rate the game overall (you can consider fun, dev time, etc.)? | #10 | 3.714 | 3.714 |
| Gameplay | #11 | 3.714 | 3.714 |
| Visuals | #18 | 3.286 | 3.286 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
3 hours
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Comments
Nice game! Really liked that the sphere of vision is tied to your remaining power, great choice!
Nice game with funky music. Would have liked to see some pitch variation in the shooting sound, and possibly not quite so loud, but a very nice idea for a game, well implemented.
Thanks for playing:)
Sadly I had about 3 minutes left for the audio for this game, so i just have to make something work (which isnt really perfect).
Thanks again!
I really like the idea of the different modes, but maybe its a little too easy when you just stand still and wait for enemies to come to you using autopilot between waves, i did 150 on my second try and had a great time playing it. Nice entry
Thanks for the review:)
Sadly some of my difficulty adjustment ideas are not implemented because of my lack of time… so I only have difficulty changes from stages <10, 10-50, and 50+. Great that you found a way to go as high as 150:)
(My high score is only 95 I think I am bad at my own game)
Thanks again!
Cool, I like the vision recedes with the power left, making it even more difficult to survive. The autopilot feature is a nice idea but I felt it was safer to use the stationary charge in short bursts than let my bot run and shoot like a madman across the map haha.
Thanks for playing:)
In my gameplay I also used the stationary charge mostly haha. Autopilot mode is mainly for the shooting--since in autopilot mode the bot has faster shooting without costing energy. The autopilot feature is mostly incomplete(With no actual ways of changing aiming directions), so I used it in short bursts after I lined them up with the enemy. My balance after all was off, but at least two modes are actually useful lol
Thanks for the review!
Love this concept! I found it played best when I played with a self-imposed "you have to move whilst charging" rule, which forced me to keep switching mode frequently and stay active, made for a lot of fun. The changes in lighting on low power or autopilot mode work really well :)
Thanks:)
Interesting how you made your own rule which abandoned quick charging(In my opinion the better mode)! Verry impressive since i couldn't even get a good score with quick charging.
Thanks again for playing!
Super cool! I love the autopilot mechanic conceptually, limiting what the player can do but boosting recharge. I found it hard to actually use though, where I ended up just using it between spawns to recharge a bit.
Audio is much enjoyed as well! A small touch that does wonders.
Thanks for the review:)
I found it pretty hard to balance both autopilot modes, and currently just using autopilot while standing for quick recharge is the best strategy.
(Autopilot only recharges 2 while super recharge charges 5 lol). My idea was that the more stuff i limit, the more recharge. However, I found it really hard to balance...
Thanks again:) I might make some small value changes here and there today
Overall fun game! I wish the auto pilot would track down enemy's instead of just moving in a single direction but with the time restraint I understand. Enemy AI was a bit buggy.
Thanks for playing:)
The enemy ai is uhhh....fixed(I removed all the walls lol)
Autopilot was actually supposed to be programmed to move within a certain path that the player can see, but with my time restraints i really just abandoned my own main mechanic lol
I rebalanced this game without the walls(Enemies are less harmful but can spawn outside of the boundary), and hopefully this will bring a better gameplay!
Thanks!
Ok, I played (a lot) your game. My feedback:
The game has a very interesting concept and ideas. The power recharging, and also the automatic mode! It´s nice to see new things taking life.
The game is a mixture of fun, challenging and management.
The graphics and audio are fantastic. IMO, the visual design of your games has improved dramatically in a very short time.
The theme fits perfectly. You are always low on power…
The gameplay lacks for the bugs you told. Enemy stucking to walls break the gameplay, because I can use them as barrier. And all the fun and management fails a bit in this point. But I know how difficult is to have this problems in a 3-hours competition, so don’t be discouraged. You have to be proud to make a game as difficult as that in a very short time.
I got 351 points hehehe.

Thanks for the review:)
I had a fix to the enemies sticking to the walls: Removing the walls :)
The gameplay will be a bit more dull but overall smoother. That is sadly my last resort without any time left(A simple delete is the fastest solution lol)
In addition, i balanced this game a bit since it is a bit harder without the walls(Enemies are less harmful but can spawn outside of the boundary). Hopefully that will enhance the gameplay.
Thanks for playing!
Also, even though after the update this score is probably not possible, but 351 points is so much more than my best of 54... Amazing job!
Maybe there is possible other option better than erase all the walls…:
With the new configuration I scored 117 points :P
Yeah this is kind of a cutting edge solution lol
For the Trijam build, my goal is to have no bugs, and overall have a "complete" game, Even if what i sacrifice was content. My main issue was still that the wall scanning system does not work, so enemies could still be spawned in walls. So i guess ill take this solution to erase the bugs entirely
Edit: 117 POINTS??????!!!! I gotta really practice playing my game...
The strategy with no walls is keeping the robot in the middle. Everytime I shoot down an enemy, if I don´t see anyone near, I recharge. Doing so, I´m always near 100% charged. But with this gameplay I don´t use the other mechanics… And that´s why I suggest reactivate the walls (but after the jam, obviously).
My best now: 158 points lol!
I ran out of time so many bugs were not fixed...
Example: Enemy can get stuck to walls/in walls
also i did not make a restart sadly as it would not work because of my horrible programming prior. Feel free to leave suggestions:)