Amazing game! Probably my favorite in this jam. Managing to use procedural generation for a puzzle game while still generating puzzles that are challenging, interesting, and not too unfair is a tremendous achievement in my eyes. It was a bit too difficult for me, especially level 9, which took a lot of tries and some good RNG to beat, to the point where it became a little frustrating. Level 10 was actually much more fun since you had more space to maneuver.
I actually have a lot of feedback since I played this for quite a while:
- I feel like we should be able to walk through frozen robots.
- I think robots should not keep aggro after being frozen.
- The moving platforms should have more states where you can walk on them. They seemed interesting, but they were available for such a short time that it felt more about luck than planning.
- I think making the robots face the next position they will move to on the following turn would make planning easier and deeper, while reducing the frustration caused by randomness.
- Bullets should spawn in front of the cannon rather than directly on it. It happened often that a turret spawned in a one-square area where the only path required walking onto it, and I had no way to tell when it had last fired since the bullet instantly hit a wall. You can just hope to get lucky and it not shooting when you step on it.