ineptia by Sodaware
You control MARRV, a lone robot aboard a generation ship carrying the remains of a dead planet. The ship has been boarded by evil robots bent on destroying all life. They have wiped the system memory and are attacking the animals in the three biomes.
Your task is to destroy the bombs they have placed and scan the animals so their DNA can be catalogued for future generations.
Rather than moving MARVV directly, you give him a set of instructions to follow.
I'd like to polish this up and release it in the future, so any feedback is very welcome!
Your task is to destroy the bombs they have placed and scan the animals so their DNA can be catalogued for future generations.
Rather than moving MARVV directly, you give him a set of instructions to follow.
I'd like to polish this up and release it in the future, so any feedback is very welcome!
Ratings
| Coolness | 100% | 1 |
| Overall | 3.18 | 308 |
| Audio | 2.02 | 597 |
| Fun | 2.73 | 474 |
| Graphics | 3.53 | 173 |
| Humor | 2.19 | 446 |
| Innovation | 3.35 | 234 |
| Mood | 2.70 | 417 |
| Theme | 2.46 | 700 |
Loved the concept. There doesn't seem to be a "game over, restart" flow, but my solution to that is keep playing; don't die :)
I'm coming back for more of this later.
I would love to see this at a larger resolution.
Pretty neat for what it is, but like others have said, felt too slow, the sounds get annoying quickly and an undo button would be good.
This was a little compounded by the fact that the execution of the movment script took so long. I wish there would have been a slider to increase movement speed.
Also, in terms of visualization I would have liked to see an actual overlay for my path instead of keeping track of where the cursor is.
The fact that you can't undo your moves kinda stinks but is kinda awesome in terms of increasing the pressure of getting it right.
I don't understand why evil robots look so similar to the good robot. Maybe that is a commentary on society.
Overall, I love these kinds of games and this is the first "micro" one I have played. I think that this is to Carnage Heart as Cave Noir is to Stone Soup.
I wonder if there's a way to reward the player for queuing up multiple moves, or something like that? Currently you can just put in a single move and press go every turn if you like, and there's no reason to queue up multiple commands other than to cover long distances faster. If the player is rewarded that way or if there is a minimum number of moves per turn or something, that might encourage the player to plan ahead a bit more, which could be interesting. Or that might actually be bad, just thinking aloud here...
Also it might be nice to be able to click on a queued command to undo it. That could be a way to add undo functionality without adding any additional buttons to the interface.
* Undo -- It was planned but I ran out of time. In hindsight it should have been more of a priority.
* Sound -- Yeah, it sucks :(
* Slow -- Each move takes 1.5 seconds to execute, so plenty of room to speed it up. The way things work at the moment meant I had to make every move take the same amount of time to stay synchronized.
* Path overlay -- I like that idea. I use a silhouette of your robot instead of an arrow, along with a glowing trail or something.
* Minimum moves -- Originally you needed to fill the queue before you could move. I left it out for testing, and never put it back in. Whoops.
I'm currently working on an improved version that I hope to release once voting closes. All this feedback has really helped :)
To add to preceding suggestions:
- Instead of just shooting the bombs, I'd love to defuse them with a similar RoboRally mechanic, perhaps controlling one hand to de-solder, cross wires, and/or yank out pins in the correct order.
- I'd kinda like the viewable area to be one tile larger in each direction.
- There's more to mine from RoboRally that could be good fun--in particular, timed events, like strong gusts (provided forewarning 5 turns in advance) & on/off deflector shields could add some interesting wrinkles.
- The theming of the levels brings Megaman to mind. Have you considered adding perks to successful animal-scanning, or making more level-specific objects/enemies?
Good job for 48 hours work, you even have different modes, most people don't even have a splash screen at the beginning :)