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Feedback / Beta Devlog Sticky

A topic by Virtual Nomad created 64 days ago Views: 129 Replies: 6
Viewing posts 1 to 4
Developer (7 edits)

GEMBOT is in development; Your Feedback is appreciated!

As a Jam game, there are things that won't make it into the game before the Deadline, such as:

  • Additional Game Modes: Timed and Infinite Play (see 10/04 Update)
  • Scoring in all 4 directions and "more than 3" Gems considered? (vertical scoring added in 10/04 beta and will become permanent)
  • Improved Post-game Feedback and Animations
  • Attention to Profile and High Score screens, et al
    • More Polish. Always more polish!

Your suggestions to add more FUN to GEMBOT are valued; There are no guarantees that your ideas will make it into the game but all will be considered or may provide inspiration toward additional features and improvement! Some things to consider for future versions:

While i've played 100s of times up to this point, there may be bugs  or anomalies that i've missed; Please let me know if something doesn't seem right? 

Thanks for playing GEMBOT!

Hey - I enjoyed this; but I do think the "vertical" version you just posted is better / more fun. I'd like it to have runs 'out of order' like Crib does but idk how that would affect the game balance. Anyway - nice little game  :)

Developer (2 edits)

thanks for the feedback, sockbag :)

i've been experimenting with "un-sequenced" Runs and i'm loving it as it feels a little more Crib and is making for some high-flying fun!

  • on that, i still want to limit Runs to consider only 3 Gems at a time. so, for example, 78987 would be 2 Runs as would 12324. and, 54321 would be 3 Runs, while 41234 would be 2 Runs (4123 wouldn't be a run as it's 4 Gems).

meanwhile, i'm not sold on vertical scoring as it makes it a lot easier to score (low scores) and doesn't allow much room for strategy, in my opinion. it's been a lot of being "forced" to take low-point scores for me and i'm in no fear of filling up the 5x5 board compared to a semi-bad run in non-vertical scoring.

regardless, i'll be including multiple game modes (with separate leaderboards) so folks can play how they want to. 

  • non-sequenced Runs will be in all Modes as i don't see it as a game/fun-breaking offering while there will remain a Classic non-vert scoring mode, a so-called StarCross mode with vertical scoring, and an Infinite mode of never-ending gems with the Classic (non-vert) scoring where you'll play until the board fills up/you can no-longer Drop (another suggestion from early on and i think that could be fun (tho potentially exhausting? alas, i might be up for a marathon like that sometime :) ).

thanks again!

Developer (8 edits) (+1)

10/04/25 BETA UPDATE 

  • Runs no longer need to be in sequential order, but are only evaluated 3 gems at a time
    • if you're wondering, i do this (3 at a time) to simulate some of the excitement of Cribbage while you are essentially sliding cards between others which you cannot do in real crib (while it brings similar higher-scoring increments (and then some :) ) 
  • GEMBOT now has 3 MODES, each with their own Leaderboards
    • CLASSIC is the original Scoring (Rows Only) with the new non-sequential Runs installed (in all modes)
    • RUSH is the Classic game with a 5 Minute timer and Multi-Decked. 
      • ie, once the Gem Bag/Deck runs out, a new set of 65 Gems will be shuffled (so, yes, you can play, say a Blue 10 against a Blue 10, but hey :) )
      • RUSH has been a lot of high-flying fun in testing. i hope you enjoy
    • STARCROSS is a Classic Game with the addition of VERTICAL scoring (Rows and Columns)
      • i personally haven't embraced this mode but it's in because folks wanted it from the start and once i tested it, i figured i've already coded it so keep it in as an option :)
  • all 3 Leaderboards are LIVE as are Local Saves

This is not the final version as there's further testing required and i definitely want to tweak some things. ie, with vertical scoring, my original in-line Top and Bottom scoring indications (ie RUN on top of the involved gems with the POINTS running below) needed to be scrapped where vertical scores along the edges don't afford it. i'll bring it back in for Classic and Rush but, for now, it'll read near the top while involved gems will still be highlighted.

additionally, i want to be able to slide thru the 3 leaderboards from the leaderboard screen (i also want to cap the MaxTrack that you are able to play based on the Mode you've selected making the additional tracks again unlockable for each mode (i think?).

Please report any bugs. i'm nearing the end of development for this as i think we've squeezed as much fun into it as possible, and i need to take a break from coding (i dont want to burn out before the next Jam i want to participate in which begins in ~3 weeks or so). plus i have new leaderboards to conquer!

for those that aren't aware, the BETA version with the above is available HERE!

Thanks, all :)

Developer (1 edit)

10/05/25

  • Inline Scoring back in for Classic & Rush (i'm still digging Rush :) )
  • Tracks Unlockable @ Classic only
  • Select Modes @ Leaderboard
  • BETA game Updated

I want to do something better @ End Game re: animations... after that, pending any bugs that might be reported, i'm ready to wrap GEMBOT up!

Nice game, Virtual Nomad!  I miss the AGK forums (now defunct), but maybe I will revisit the Discord server although it's not the same.  If I could offer a suggestion, I would increase the musical section's duration to make the loop less frequent, as this short duration causes the music to become repetitive (the music itself is good; it's just its short duration causes this), especially for a puzzle type game.  May I ask how you achieved movement of the blocks using AGK?  Did you use a timer to control the movement?  Good luck in whichever upcoming gamejam you are participating in about 3 weeks' time from now.  Maybe I'll see you sometime in the Discord formum before long!  Thanks and take care.

Developer (2 edits)

hi, gamer1867 :)

did you know that there are additional tracks available that are unlocked at scores of 75 and 150 which build upon the original loop while the 3rd track is the full 5:28 song? otherwise, yes. perhaps i should have spaced out the loop, playing it only occasionally. and, i realize now that beyond the Unlocked devlog, i don't mention the additional tracks on the main project page while the notion shows when you achieve a high score in-game.

then, yes, TBM on the drops with the speed preference acting as a multiplier of the base DropSpeed

  • Tick# = (DropSpeed*SpeedFactor)*GetFrameTime()

originally, i was going to use Box2D (which i tend to bring into my games unnecessarily :) ) for the Drops but i didn't like the effect where setting Restitution to 0 still allows some bounce so i scrapped that. but, i did end up bringing Box2D into the game where Blink is automated asteroids code. then, he wasn't very efficient in only picking up 1 "target" star at a time so i made him a Sensor and process all contacts he comes across (and now i think he's too efficient... there's always something :) ). that said, this is my first Studio offering as Zaxxan's brought the Geany IDE into the mix and fixed a couple of things thus forcing me into the future where i no longer had reasons to stay with Classic :)

otherwise, the next jam i plan to participate in is Craftpix Jam #2 followed immediately by my favorite 20 Second Game Jam which hasn't yet been posted but should begin early november as it did last year :)

thanks for stopping by and for rating the game which helps me share my work. that's much appreciated. and, i do hope to see you on the discord server; it's where all the cool kids are hanging out nowadays :)