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“Your Robot Best Friend” is a story based game about a robot on a mission to rebuild his robot friends. The robot walks around a home searching for different objects that the creator will then use to rebuild his friends. The designer used Bitsy to create 3 effectively designed rooms to explore, and lots of detail in the blocks that make up the walls and other areas that cannot be walked on. There are doors on the back wall of two of the rooms, but they are just for decoration and cannot be entered. The entirety of the game space is not too large, but the designer gives reasons to revisit each room multiple times to maximize this space, so a larger space is really not necessary. The three rooms are organized side by side, such that exiting to the right of the center room leads to entering at the left of the right room. This gives the impression of the rooms being adjacent in space, even though Bitsy doesn’t actually have any concept of how rooms are organized in space. There are also transitions in time where the game zooms in and out of the same room, signaling the creator building a new robot. At the end of these transitions, you are still in the room with the creator, but there is also another robot in there with you. Clever block designs give the feeling of each room being one complete image rather than a collection of blocks. This is something that I remember struggling with in my Bitsy game, but the designer managed it here. Intractable blocks are marked by including some white in the block. This is the only use of white in the entirety of the game. The color choice of a palette of lavenders gives the game an appealing appearance that also matches the wholesome story of a robot helping to rebuild his friends. None of the colors are too harshly contrasted, but their differences are still visible. Text is used by each intractable object, and is sometimes more useful than others. This encourages players to interact with everything possible in a room. Additionally, as someone who usually skips through text in games, the text here was concise and meaningful enough to keep me actually reading it throughout my playthrough. Text that was not useful for progression previously can change to useful text later. For example, the cat originally just meows at you, but helps you progress in the game later. The creator talks differently from the cat, and interacting with objects results in the robot Jeremy talking to himself. The primary verbs that I noticed in the game are walk, talk and examine. Walk is the first verb noticed because you cannot get anywhere without walking around and between rooms. There are some characters to talk to, like the cat and the creator. These cover the talking in the game. Otherwise, objects that are intractable seem like they are being examined more than anything, to check if they can be useful to the player at that time.