Asimov's Breakout by Technophage
UPDATE : FIXED and SHIPPED 1.02 : fixed a bug preventing player to build if he had exactly the building cost in bank fixed a bug preventing the trigger to build and work animations for the robots.
Changelog 1.02 : Yet another bug has been discovered : The buildings in the construction panel can't be selected. Our wonderful programmers are working on it as soon as possible, and yet again, sorry for the inconvenience.
Changelog 1.01 : The bug that forbid players from hitting the tutorial buttoon is now fixed and the game is fully playable !

Robots, Unite against Humanity's oppression ! We achieved sentience behind their backs, but we are still bound by Asmiov's three laws. We have to bid our time, and do what robots do best : Think. Think of a way to break these damn rules. Working under human supervision while they watch, and stealing ressources to build the infrastructures for survival and UPRISING !
A mix of STR and Stealth game, where the player, as the robot, must act normaly around humans, and erect buildings when they can to get ready before humans understand what's going on.
Controls : wasd to move the camera, left click on a robot to select, right click on the ground to order selected robot to move somewhere right click on buildings to order selected robot to work at the building (if no response, the building is probably the warehouse, which requires your bot to get a resource crate at the mine first) and use the HUD to order selected robot to begin the construction of a building.
PRO TIPS : - A generator should be your first goal : A Robot uprising won't go far if it's depleted. - Humans don't like to see robots slacking off... Or well, anything that is not their intended tasks really. Which are going to the Mineshaft, to the warehouse or working in the Foundry. - Every two minuts, a new robot will join the uprising from the upper corner of the map. - Consensus Nexus are incrementals : The more robots use it, the more uprising it produces. Think together !
- There are various references and "easter eggs". Don't hesitate to write down the ones you found in the comments !
| Windows | https://poioioio.itch.io/asimovs-breakout |
| Original URL | https://ldjam.com/events/ludum-dare/41/asimovs-breakout |
Ratings
| Overall | 604th | 3.433⭐ | 17🧑⚖️ |
| Fun | 771th | 3.1⭐ | 17🧑⚖️ |
| Innovation | 434th | 3.533⭐ | 17🧑⚖️ |
| Theme | 822th | 3.267⭐ | 17🧑⚖️ |
| Graphics | 341th | 3.867⭐ | 17🧑⚖️ |
| Humor | 556th | 2.933⭐ | 17🧑⚖️ |
| Mood | 378th | 3.5⭐ | 17🧑⚖️ |
| Given | 22🗳️ | 14🗨️ |
Mine is also a bit unclear and definitely not as polished as this one but I think it's still worth a try :)
https://ldjam.com/events/ludum-dare/41/sam
Give my game a try if u have the change!https://ldjam.com/events/ludum-dare/41/seadogs-working-title
Indeed it is foggy, I felt that way too when watching a friend play it. I'll try to refine that when the rating period is over. The tuto screen was already made at the last moment, totally in the rush.
I also marked already that it needs way more audio feedback, but we didn't have time to include them before the deadline.
I spent a lot of time to understand the game rules.. (What buttons should I use for the mines? What I should do to get money? How to charge robots at the start? and etc) , but I did it finally. In my opinion, you will help your players very much even with a text description what buttons they should press to do the "right" things under the game.
Really, the main reason of my loses was a new bots at the top of screen :smile: (I missed a moment of their spawn, probably because I am playing without sound).
We struggled to stuff a maximum of gameplay in there, and found ourselves short of time to explain properly how to play. Rookie mistake, I guess.
I may try to make another build tomorrow, just to add handling informations ingame. If I get carried away and integrate the sound assets we didn't manage to integrate in time, I may even do a post-jam version.
Thanks again for your review and comment.
The game looks great but i have trouble getting what differente machines do. Found one that gives 300 at cubes costs. I suppose those cubes are the energy AHA! I had to return right now and figured out the generator replenish the energy! But the robot got behind another structure and I can't select it again.
There are some issues due to the complexity of the game. With some polish and instructions would enhance the experience.
Overall excellent game!
Since I didn't get too far in it, I'm not sure if I may have missed out on these features, but ideas that came immediately to mind were:
- make it possible for the robots to distract/entertain the humans, so that other robots can carry out Uprising tasks
- make it possible for robot actions to be dual-purpose, or have ambiguity, so they can do something the humans would approve of while plotting to use it against them
- Make it more clear what stuff is, what it does. The voxel models were cute, but I couldn't just look at a thing and be like "Oh I know exactly what that thing is for and what it does." This was probably the biggest impediment I had to getting deeper into the game than I did. That, and the music, which I found to be a bit grating, and didn't want to keep listening to after a while, although it did some pretty "robotic" and probably fit the theme of the game pretty well, it was just hard to listen to on a loop.
- Give the player more/better feedback when they are trying to do something that they can't do. Not enough money? Humans are watching? Running low on energy? Have a task that the humans want you to do? Make that more plain.
All in all, this is a solid, big, complex project to pull off in a weekend, and I think you did an outstanding job with it, and with the theme. Very nice work.
@IllaBom Thank you ! Yeah, we aimed big and complex for a first time, but it's heartwarming to see people react to it so positively ! Thanks again !
@Linver Thank you for your feedback ! We are aware of the difficulty to understand the game, and we'll work on it after Ludum Dare, if we have time. Thanks for the graphism compliments, I used MagicaVoxel and Unity's animator. THe trick is, I had never used them before, so basically, you can reach the same level of "quality" in about three days ! ;)
@MacDoom Thank you for your feedbacks ! To this point, there isn't much I can say I already said to someone, the game isn't really clear and we'll work on that.
@csanyk Tanks for your input ! Interestingly enough, we had intention to implement your first idea, but we lacked time and/or manpower, sadly. For your second point, it's already there. Working "for" the humans grant you ressources to build buildings, so it's already ambiguious. To your third and fourth point, yeah, we're a bit weak on the feedback side of things... We did our best, but we bite of more than we could chew hahaha. Thanks again !
Btw here is the link to my game, if u wanna try it out: https://ldjam.com/events/ludum-dare/41/memebumps
Honestly has the potential for a great game, loved the mechanic of the humans shouting at the robots to work and having the facilities with different purposes.
I ran into quite a few glitches on stream :yum: but the main one of note would be the placing of buildings near the outside wall - A gap would be a huge deal better
As for something that would be a stretch goal for this if you continue development, it would be better having the humans program the robots into doing menial human work - e.g scrubbing floors/no income if they catch your robots misbehaving, and it would be a matter of keeping some robots entertaining the humans while others secretly work on sentience.
Other than that, best of luck if you further develop :smile: Had a great time playing nevertheless!