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(+2)

First of all, amazing job on the visuals and the audio. This is absolutely the best looking game I've played so far. The dialogue is super cute, and I also really like how the main menu has some interaction going on. The lighting effect when you go on the charging pad is super cool, and I like how you put the battery charge indicator on the player itself instead of on a UI. In terms of polish, you guys nailed it.

The gameplay itself could use some improvement though. It's extremely easy, and there isn't really anything challenging or new popping up throughout the game. It's basically just shoot some bots, run out occasionally, then shoot more bots. I noticed that you can even keep the other bots dead as long as you keep one alive, so there doesn't seem to be an incentive in shooting all of them.

I also think the theme could have been implemented better. I really, really like the concept of babybots being linked to you, but if linking up did something gameplay-wise other than make a visual effect, then I didn't notice it. As of right now, you could remove the link-up effect entirely and it wouldn't change the game much.

What I'd do to incorporate the theme is to have linked babybots shoot bullets whenever you shoot. Then, I'd add in some virus-type enemies that spawn randomly. Suddenly, there's an incentive to link up with the babybots, you have more to shoot at, and the game becomes less repetitive and more challenging. That's just a suggestion I thought of off the cuff, I'm sure you can think of something much better than I did.

Overall though, I still had fun with it, and for 48 hours this game is really well polished. Like the commenter below me said, I wouldn't be surprised if it got 1st place for presentation.

(4 edits) (+1)

Thanks for checking out our game and the feedback is really valuable! We did realize the core gameplay loop was simple, but decided to adhere to a small scope which was realistic based on our skillsets. 

We did implement additional systems and mechanics that we had to cut out. One such system allowed the player to chain multiple BBs to each other, creating a network of BBs which were able to charge each other, while extending the reach of the player. However, this system soon became rather chaotic and we didn't have time to balance it.

We also implemented a different kind of corrupted BB - Bad Bot which hunted down friendly BBs to drain their energy. To counter this new threat, we provided an ability for the player to switch from a "charging" to "draining" mode (you can still activate this mode in the game if you find the right key ;D). So you could link up to the Bad Bot and switch to drain mode to kill them. This also drained friendly BBs so you had to manage the links and sever the right connections. In the end, we decided to cut this feature to focus on the main gameplay loop.