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Roboticy3

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A member registered Dec 17, 2022 · View creator page →

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Um, so, I gave up on my game a few days ago. It turns out that Unity is hard. But there's 4 whole days left. I could pivot. Here's what I got before Unity got to me:

I call it: Dinko elinkium!

Shouldn't have gotten the console off wish. Classic blunder.

I didn't know about corru.observer. I don't have time to really dig into that now but it was really interesting. Zachtronics is kind of how I got into all of this. I'm involved with research in educational games, and Zachtronics is basically the king of that.

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I thought it was funny to just call things out that were obviously not lies enough that I did that a few times before playing it through. When I went through the last time I felt like a time-travelling super-detective that could sense the suspect's fear from a mile away because I would just call the right things while on fast-forward that I remembered from the earlier runs. Emergent gameplay at its best.

The audio and visuals come together very well, too. nice game!

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Originally, the puzzles were more rigid. But I'm not a very good programmer, and more importantly I've never designed puzzles before. The result is puzzles that are not good. Here's what's going on, to satisfy your curiosity:

 - The goal in level 1 is to pick up a stone. I didn't communicate this properly. If you type next before completing the level, it will tell you what you need to do. The messages are timing based. Afterall, the researchers need time to type them! The result is less than well communicated.

 - Level 2 was pre-emtively cut due to cowardice! I had another idea for what to do with the arms, one fitting of the great mind of Franz Bagel, but it would have required a lot of extra implementation, and it also seemed in character for him to forget about something as routine as a hiring exercise. He and B.S. are based on two archetypes of compsci professors I've met during my major. And explorative-creative but sort of detached-wistful type and a micromanager-paranoid practical type respectively.

 - Level 3 does not have the goal of holding Tibbles. It has the goal of moving him inside. Once he is inside, you're free to go.

The sensors are wrong because the way objects are displayed and searched for is only partially systems-based. A lot of it is actually just manual terminal messages I wrote, which is why the colors or names are sometimes off.

Thank you so much for the in-depth analysis. I also like how the tone turned out. I'm learning about some early programming concepts in school right now and I'm subscribing to the idea that, by modern sensibilities, these dawn-of-computing programs would come off as buggy and opaque. It's a slightly simplistic view but I'm sure players will sympathize with it.

The typing is very fun and the UI is good. I subscribe to the idea that the bug with the key-holding is an intentional expression of player choice because I found myself moving to the current key only if it would be easier to type with than my current held key. Everything clicked after I felt the raw power of being assigned P.

My favorite part of this design is how the objects get more momentum the lower holdut is weighed down. The upgrades are also interesting and make good use of the built in engine physics. Overall very creative and effective.

My favorite part of this design is how the objects get more momentum the lower holdut is weighed down. The upgrades are also interesting and make good use of the built in engine physics. Overall very creative and effective.

The mechanics are compelling and the scope of the game is very good. It's not how I would think about "breathing," but it becomes like breathing because it's tense in the same way. I lost the treasure at the bottom but had fun trying to get it.

OMW to change the law so my daughter can become an auto mechanic. 

*ive attempted to submit to 3 jams now, but the first didnt even make it to an itch project.

I wasn't sure about the game at first because of the slow movement and funky jump, but after considering the implementation, and how the exploration mechanics actually pan out over time, it's really cool!

Very happy with this one. Simple and easy to understand mechanics and effective level design. Also very impressive that you managed to pack 12 levels into a jam. 

I had trouble carrying the trays and picking up food. Otherwise very cool. Had me very invested.

This is a really creative interpretation of the prompt. The game really does encourage you to hold onto cards. I made it all the way to the end!

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oh, sorry. I patched it :)

The level of bales in this game is satisfactory

Incredible

I got to the level with the clear river in the middle

Honestly I'll wait until next time. "Finished" is not how I'd describe my project right now. I wanted to submit it because I wanted to take a break from the project. But I don’t need a submission to hang back. My break started last night. Thanks for the offer though!

I'm a university student, so I tend to assume everything is due at midnight.


...


See yall at FFS 2025! :'''''))

Tom

fish tank :)

fun :) I've always wanted to play Kings Fields but have never wanted to put up with the old controls, and this game manages that feeling fairly well with mouse look. The ps1 dithering and the camera bobbing add a very textured breathing feeling that ended up making for cool breather moments after combat.

There's a visual bug where the crossbow "drops" its bolt sometimes but super clean gameplay-wise

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Regardless of the character I play, this almost always happens. I like all of the main three, and it seemed just a couple days ago that the turn-based nature of the game was making it less toxic than other fighting games. But all of the characters have moves that often make the other person just say "fuck this" like opening with lightning strike or extending your combo with quick slash. I always stick around just because I want to see what crazy thing will happen next, and I thought that was the main draw of the game, but apparently not. I'd rather just play the game with friends now if everybody else will quit out over a 3 hit combo, and I'm ok with that being the scope of the game's multiplayer since its so experimental.

At least the game doesn't punish you for disconnecting other than mocking you in front of the other player, I much prefer that to games that ban you for having bad internet.