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Robots Go Boom!
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I really appreciate you taking the time to play and for the feedback darkfenix, really great points! I think I failed to make the backtracking part of the experience more rewarding and less frustrating since that has been a common pain-point, so I look forward to taking all that feedback and improving that system moving forward!
Thanks again!
Amazing Noah, under 10 is some of the best times so far! And nope, for this jam you don't need to talk to the cubes, so its possible to get that time down a bit more, but under 10 is amazing!
And thanks for sharing your game, I really like the vibe and how precise the jumping / air control is (also turning into an ice cube is really fun). Really cool mechanic with the cold loop as well, really cool!
Really solid entry and a strong base to take it further I think. I love the use of the theme as well, fits so nicely with survivor shooters - and to visually see mutations grow on you per upgrade is a nice touch. I think to add a bit more juice to the experience, maybe the movement has a bit of deceleration (a bit of drift) while moving, since it feels like I'm in liquid or a petri dish - organic movement like what you'd see in the older game Flow (for reference).
Great entry and nice play on the theme!
Very fun concept and gameloop, I love the idea of passively watching your little snail race, while also having free-form movement to walk around as it happens. The video screen was a really nice touch, and lots of great little snail faces and shells to unlock made me want to keep racing, winning, buying and repeat.
Really fun entry, great work!
Really solid and polished entry - great aesthetic and gameloop, and I really loved seeing the weapon mutations (especially them being randomized), some fun variations and cool animations (the octopus arms were my favourite from a visual standpoint). Really nice use of elevation in level design too - its subtle but it added some nice pace changes. Great work!
Thanks so much for the kind words and feedback Noah! Also 22 minutes for your first run is really good, let me know if you run it back, if you can get between 10 - 18mins you're close to the top! I had some of my friends get under 10 mins though, so its possible
Also great call out on some of the areas feeling a bit too difficult with the jumping, and I 100% know the areas you are talking about - any place that had a tight area when you stomp through the floor is a trouble spot, and if I continue working on this game after, I will 100% avoid designs like that!
Feel free to link your precision platformer as well, I'd love to check it out!
Very interesting approach to this style of game, I really love the idea of shooting in the direction you're shape is moving towards - I just had a bit of difficulty getting the aiming down, and I bet it would be a bit easier on analog controller (aiming with sticks). Really great look to the game, and I love the explosion vfx's when you hit an enemy. Very cool game!
Thanks so much for the kind words f15hy I really appreciate it!
And 100% agree with you on making the experience of traversing the levels as "continious" - like HopShot. The way I built the prototype all the levels are actually connected, but I tried doing the fade out / in approach when going between levels but I think it adds to the frustration of falling / backtracking - so I really like your suggestion!
Thanks so much! So I created the 3D art and 2d textures, but the bird was actually an asset I bought - I didn't have enough time to put the credits up to properly credit the assets I used (the bird sprite and music). Here is the sprite I used - https://rogarca.itch.io/room-g16-sparrow
For the 3D art I used Blender, and 2D I used Photoshop. Let me know if that answers your question :)
Very cool idea, and very thankful for the gene chart to access throughout playing. I really loved the "plunk" sounds the turtle shells made when bouncing off one another, was very satisfying. At times it was hard to get a good read on when the turtle shell's momentum would come to a stop vs. when the game decided to go on to the next turn, it almost felt too abrupt, but that kept the pace up pretty quick!
Really cool idea and fits really well with the theme, great job!
Really fun seeing the character change forms each mutation you take, and some cool ideas on risking taking another mutation vs. passing up on the mutation. It would have been interesting to maybe have some mutations affect your character's speed in a positive way, but I did have to change my playstyle a bit as I kept choosing mutations - had to kill the enemies closer so my slow booty could reach the drops!
Fun concept!
The visual and audio presentation was spot on, that intro movie and vibes was fantastic! The battle music was really catchy too (I was bopping away haha). I would love to see where you'd take the mechanics of the ship building and battle mechanics to add some depth to the experience, but great job on the presentation side of things, very polished!
That was really fun, I really liked that the dodge caused damage as well, felt very natural to dodge and destroy things! The laser beam was a nice touch too, and seeing your monster grow with each upgrade felt nice! It would have been cool to see an experience bar grow, especially if you earned different amounts of points based on what type of building you destroyed etc.
Great work!
That was an excellent experience - love the puzzle design (smooth onboarding as well) and really creative solutions to find. The animations and overall art direction of the game was also fantastic, feels like a complete package already, really great work!
I wonder if it would go against some of the puzzle solving vibes... but having that colour guide up while playing may be a nice way to help folks quickly figure out what colours are needed to switch etc.. Having the guide there is great, but because it's such a core component of the experience, part of me was wishing I had the option to have it up on screen while playing.
Overall though really enjoyable and one of the more polished entries I've played so far!
Thanks for the kind words, I really appreciate it!
Not having any options to bring back some momentum to your movement once you hit a wall is one of the number one things I'd fix if I continue working on this project - it's been a big frustration point for a lot of folks and I totally understand!
Thanks again!
Thank you so much for the indepth feedback Gatlink, I really appreciate you taking the time to write that out, a lot of great points!
The lack of momentum once you hit a wall has been one of the biggest frustration points with the game and I 100% agree, I ran out of time to add back some momentum, but that is the first thing I'll introduce if I continue working on the game! And yup... there is some weird physic bugs happening where at times your bird will flip when hitting the wall - I'm not entirely sure where that bug is just yet, but it would be on the list to fix!
And great point on the checkpoint system (or lack there-of haha). I was inspired by the game HopShot where if the player misses the jump, they just fall back down, and may even fall all the way to the beginning of the game... I wanted to soften that experience with start of level checkpoints, but if I continue working on this, I want to make that system way more intuitive and introduce mechanics where the player can also zip around sections easier.
Thanks again for the great feedback, and no worries about not finishing the game, I appreciate you giving it a good try!
I really love the art and animations, adds so much life to the main screen / gameplay. The audio really helped support the mutation happening to you as well which was a really nice touch. Some of the RNG got pretty hard at times (i had 3 of the same symbols but the patient didn't like rolling the same die) but I just took it as a challenge!
Only technical feedback I had was that the UI wasn't set to size up with the screen, so some of the elements were hard to click / misaligned. It didn't stop any functionality, I just had to move the mouse further off the screen so the interactions would work.
Really cool entry!


