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Robo Bonobo

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A member registered Feb 11, 2020 · View creator page →

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Heyhey, one of the developers here :)
The game indeed uses OpenGL, so that is likely the cause of your issues.

The game also is not  very well optimized due to it being developed in a week, so it could also be that the loading times are just very long for you for some reason!

Glad I could help! Good luck with solving the issue, it sounds like an awful thing to debug with all these specific criteria haha

It seems to happen specifically while having the totempole interface open.

Fun game, great job with coming up with a unique concept and making it a reality in such a short time!

I also encountered a bug with the web version (Chrome on Windows 10) and fullscreen mode.
When trying to close my inventory using ESC, the fullscreen mode also disabled. This somehow caused my character to teleport below the bounds of the hub area. I suspect it has to do with player positions relative to screen coordinates.
I managed to escape by walking to the right into the dungeon.

Awesome, thanks for letting us know about this!

You are completely right!

I must've overlooked that haha, will fix it in the next version!

I suspect the Brave browser might be blocking the game for some reason.

Does it show any errors in the Console when you press F12?

Uh-oh, that is not supposed to happen. On what device and in what internet browser are you trying to play the game?

Did you try using a different browser? Google Chrome tends to work.

Yeah, those are the biggest hits to performance.

The performance of saving/loading the game could also be improved a lot.

Great idea! 

Testing this game hundreds of times and having to spam click up to 200+ height became pretty annoying haha

The lag is something I sadly didn't manage to fix within time for the game jam, but that would definitely be the first thing I fix!

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Phenomenal art direction, audio design, and polishing, but it felt like the rest of the game was somewhat lacking.

While it was fun to combine buildings into better buildings, it all felt a bit pointless as the buildings served no purpose. I understand the goal of the game is to place as many tiles as you can, but it would be nice if certain buildings affected the gameplay. Perhaps building the big castle could add a new empty tile to the edge of the 5x5 grid, or a water refinery could clear out neighboring corruption. The shield building seems to do something along those lines, but I never figured out what it does exactly.
I understand this is a jam game, so I completely agree with your decision to limit the scope and focus on polishing the core gameplay loop, but it all falls a bit short in my opinion.

Additionally, the goal of the game is to place as many tiles as you can without any real win condition. It feels pretty bad to be greeted by 'Gameover' in big red letters after every game, even when you beat your personal best. Instead you could have used 'Results', or 'Your performance'.

The concept has potential to be a lot of fun, but I feel like you were just a bit short of reaching that point. Currently all the fun comes from the tiny dopamine rush of combining things and seeing the result, but that feeling fades away very quickly.

Very fun game with a fair amount of polish and good balancing. Reminds me of Furi. The art does the job, and the music could be a bit more intense in my opinion (perhaps because I associate this game with Furi haha).

While, yes, you do 'connect' your katana with the enemies and can chain attacks together, I feel like the theme of the gamejam is not very obvious in this game.

All-in-all a very good performance for this gamejam though!

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I can definitely see the similarities with bubble tanks!
Now if only we can get the same amount of players as them haha

Yeah, sure!

Great game, and very well polished.
The puzzles are challenging but not frustrating. Very well-designed.

Impressive amount of good looking pixel art, especially the introduction scene.

The gameplay itself is somewhat basic though, and at times a bit tedious due to enemies getting stuck in places where you need to get through.

I am also not entirely sure where the theme of the gamejam is applied, but that may be on me!

Impressive amount of good looking pixel art, especially the introduction scene.

The gameplay itself is somewhat basic though, and at times a bit tedious due to enemies getting stuck in places where you need to get through.

I am also not entirely sure where the theme of the gamejam is applied, but that may be on me!

Impressive amount of good looking pixel art, especially the introduction scene.

The gameplay itself is somewhat basic though, and at times a bit tedious due to enemies getting stuck in places where you need to get through.

I am also not entirely sure where the theme of the gamejam is applied, but that may be on me!

Interesting take on the tower defence mechanic. Cool idea to only let the player activate certain sections of their defence at a time.

The game could use some balancing though, those enemies racing down from the top snuck through my defences much too easily.

Pretty fun game once you get past the slow and tedious beginning.

Luckily someone in the comments pointed out there was a boat where you can buy powerups, otherwise I would have left the game wondering why I could not for the life of me beat level 1 haha

Hearing your game is one of someone elses favorites is very uplifting, thank you so much :)

Woohoo, our game made it to the big screen! Glad you liked it!
I've heard others talk about the size of fonts as well, so I will definitely be improving upon that in the next update.

Thanks for the kind words!

Thanks for appreciating my work on the list of mutations :)
As you may imagine, I did not have a whole lot of time to QA all of them, so the 50% enemies one might very well be broken in some way haha 

Glad you like it, and thanks for the kind words!

Heyhey!

My name is Tiemen, also known online as Robo Bonobo.
For the past 8 months I have been working full-time as a solo indie game developer, but I have come to the realization that working alone is not for me. For this reason, I am looking for a full-time rev share partner to create multiple games with!

Now you might think, why are you posting this here on this game jam? That is because I think game jams are a great way to get a taste of working together with someone. So if you are interested in collaborating with me as a full-time rev share game developer, send me a message so we can team up for this game jam!

About me

I am an all-rounder with a specialization in programming. This means I have experience with everything related to game development, ranging from art and programming, to audio and design. I have also researched and experimented with some marketing strategies.
My strong points are definitely my programming and game design skills, which I learned during my 8 years of studying game programming. My art and audio skills are self-taught, and still have room for improvement.

I live in the Netherlands and try to work 5 days per week, 9 hours per day. It would be great if our time zones are somewhat lined up so we can spend most of the time working together.

Portfolio (completed projects)
Reddit (random creations)

Who am I looking for?

A full-time rev share partner to develop multiple video games with.

Requirements

You need to be able to speak English and/or Dutch, and have the time, dedication, and confidence to make indie game development your full-time profession. You also need to have experience with game development.

Preferences

Seeing as game art is my weak point, it would be great if you have an expertise in game art to compensate for that. Additionally, it would be appreciated if you are an all-rounder, as that allows us to better discuss design choices (I.E. background music, color palettes, game systems, etc.). It would also be useful if our time zones are somewhat lined up so that we can spend most of the time working together.
Lastly, since this partnership will require a high level of trust in each other’s skills and commitment, it would help if you have done a study related to game development, or have significant experience with game development.

Working hours, game concepts, financials, etc. are all open for discussion. This will be a collaboration after all, everything is open for discussion 😜

If you are interested in collaborating with me, please leave a comment or send me a message so that we can chat! Different ways to contact me can be found here: contact

Heyhey!

My name is Tiemen, also known online as Robo Bonobo.
For the past 8 months I have been working full-time as a solo indie game developer, but I have come to the realization that working alone is not for me. For this reason, I am looking for a full-time rev share partner to create multiple games with!

Now you might think, why are you posting this here on this game jam? And that is because I think game jams are a great way to get a taste of working together with someone. So if you are interested in collaborating with me as a full-time rev share game developer, send me a message so we can team up for this game jam!

About me

I am an all-rounder with a specialization in programming. This means I have experience with everything related to game development, ranging from art and programming, to audio and design. I have also researched and experimented with some marketing strategies.
My strong points are definitely my programming and game design skills, which I learned during my 8 years of studying game programming. My art and audio skills are self-taught, and still have room for improvement.

I live in the Netherlands and try to work 5 days per week, 9 hours per day. It would be great if our time zones are somewhat lined up so we can spend most of the time working together.

Portfolio (completed projects)
Reddit (random creations)

Who am I looking for?

A full-time rev share partner to develop multiple video games with.

Requirements

You need to be able to speak English and/or Dutch, and have the time, dedication, and confidence to make indie game development your full-time profession. You also need to have experience with game development.

Preferences

Seeing as game art is my weak point, it would be great if you have an expertise in game art to compensate for that. Additionally, it would be appreciated if you are an all-rounder, as that allows us to better discuss design choices (I.E. background music, color palettes, game systems, etc.). It would also be useful if our time zones are somewhat lined up so that we can spend most of the time working together.
Lastly, since this partnership will require a high level of trust in each other’s skills and commitment, it would help if you have done a study related to game development, or have significant experience with game development.

Working hours, game concepts, financials, etc. are all open for discussion. This will be a collaboration after all, everything is open for discussion 😜

If you are interested in collaborating with me, please leave a comment or send me a message so that we can chat! Different ways to contact me can be found here: contact