RoboWreck
A downloadable game for Windows
Early prototype of gameplay
Only works nicely at 1920x1080 as far as I know
The object of the game is to build a robot to navigate to the goal (represented by a white square). The robot is considered "at the goal" when the core contacts the goal square. Every robot must contain a goal.
Some parts allow for custom inputs. These will appear at the bottom of the build screen. Click on an input code and use any alphabetical key to change the input for that part.
Press Q or E to rotate the part while building.
When placing parts, if some of the parts become highlighted in different colours, the part placement is ambiguous between multiple separate parts of the robot. You must select one of the coloured parts to attach to that section of the robot.
Right click to view the entire level, right click again to return to closeup view.
No progress is saved.
Status | Prototype |
Platforms | Windows |
Author | dsilvert |
Genre | Platformer, Puzzle |
Tags | Puzzle-Platformer, Robots |
Comments
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-Doesn't seem to be any kind of failsafe preventing you from spawning your construct halfway into the ground, as long as the core is not in it
-Or launching your contraption without a core altogether
-Building a swastika desintegrates the entire construct in a matter of seconds (probably for the best)
-The physics in general is vehemently against any kind of non-wheeled design
-Pistons (the normal kind) are not able to push anything attached to them
-Hinges don't seem to be functional, since attaching anything to one resulted in the corresponding item disappearing
-It's the same kind of fun you'd have in a game like Besieged, but extremely simplified and hardly functional at the moment
-The visuals are rough, but I didn't really expect much from a prototype. Servicable for proof of concept
-At least give me some royalty free relaxing ambience, anon-Cute robot core
-Weird coloring choices when making incorrect decision in part placement (sometimes you go green, purple, orange or red). I know that some of them mean that you've attached the part in the wrong way, but the others are just bizzare. Explaining them (in-game) wouldn't hurt
-No way to simply copy previous part you've used/keep using the same one you've chosen until you run out of parts
-No "clear" button, every single part has to be un-attached and dragged towards "delete"
-No way to reassign hotkeys or change the properties of certain parts (like making certain wheels have reversed controls)
-No other settings aside from barebone ones
-Having basic controls in-game (even if written somewhere in the background) instead of itch page would be great
It's like Besieged but made by the devs who only heard about it from a guy who really liked Elastomania
Also here's a bit more structured review, with some extra bugs and even a link to video illustrating some of them
https://docs.google.com/spreadsheets/d/1Prwa_Y_pj4DKeLiee2HIJjmXHrlGm9VuiyllJpNz...
Thanks for playing, and thanks for the in depth report! It's interesting to see someone else's creativity, and confirms how I feel about the potential of this game. It's obviously very bugged in its current state, you especially seemed to get hit by the attachment points getting into a bad state (they're supposed to disappear after a piece is attached). I have some plans to address Unity's so-called "fixed" joints acting as springs because the current state of the physics is absolutely unusable for anything more than 10 minutes of goofy entertainment. I really don't want it to be like Elastomania.
To clarify the strange colours, they are supposed to show when the spot you are attaching to is ambiguous. In the case of the hinge, you can either attach to the hinge or attach to the same point the hinge is attached to, which would alter the behaviour of the new piece. The colours are chosen at random in a way that maximizes contrast, and the player needs to select one of the coloured groups of parts to attach the new part to that group. Not selecting one puts it into a bad state as I currently don't have safeguards. I also need to make the UX of it way more intuitive, as with the entire rest of the game.
As for the keybindings, you can change them for each part simply by clicking on the letter in the bottom part of the UI. This UI needs work too, I'm currently thinking of a vertical controls menu on the right hand side, opposite the parts list.
You're the second person to suggest being able to place a part repeatedly, so that will definitely happen. I also want to make a system to store pre-saved groups of parts that can all be placed together. Any added parts will have to fit into a pre-defined build area, preventing both placing inside the level geometry and any advantage placing the robot closer to the goal.
A long way to go still, but you've given me a bit of inspiration. Thanks for your efforts.