Socketbound by Wekaj

[Controls] - Arrow keys - move your robot. (DOUBLE TAP TO DASH) - Z - attack with your energy sword.
[About]
Navigate your robot through perilous, trap-filled ruins, with only a back-up battery to power it. Swinging your energy sword, dashing, and taking damage will all consume power from your already-limited power supply, so make sure to use this resource wisely between charging stations.
Unfortunately, I didn't have enough time to implement everything I had planned for this game due to work. There are also still some minor bugs present. I am pretty happy with what I created, regardless.
Made with: - C# (Visual Studio 2017) - SFML.Net - Aseprite - Bfxr
PS: There are three hidden data caches in the game that you can go out of your way to find. They are purely collectibles. Let me know how many you managed to collect!
Ratings
| Overall | 311th | 3.35⭐ | 22🧑⚖️ |
| Fun | 515th | 2.762⭐ | 23🧑⚖️ |
| Innovation | 513th | 2.667⭐ | 23🧑⚖️ |
| Theme | 351th | 3.476⭐ | 23🧑⚖️ |
| Graphics | 34th | 4.227⭐ | 24🧑⚖️ |
| Mood | 231th | 3.2⭐ | 22🧑⚖️ |
| Given | 23🗳️ | 6🗨️ |
Tried sveral times, but i couldn´t get behind the second room with all the spikes. I didn´t see any patern in it and sometimes it seemed to be impossible to get over it by their activating order.
Very sorry for that, would have loved to play it further.
So I also couldn´t find any collectibles :-/
- The slow controls would be great for a more slow, methodical game; e.g. turn based where every step you lose power, so you have to make every step count, but can take all the time you want to think of your next step. The turning animation is great, and would make you consider your movements more carefully since they take a turn, in which spikes could go up, or the enemies could come closer.
- The level design makes you want to be able to fine-tune your movement (in the spike after spike part) without accidentally dashing, and the rocket and spikes part wants needs for you to be able to get out of the way of the rockets fast, or be able to turn around and hit that rocket fast. Your slow turn makes both maneuvers impossible.
- Facing the blast enemies is a bit of a gamble; it's hard to tell when they'll attack, or if they'll attack. Its also hard to combat them because of your slow controls.
The problem is that the controls and the level design is each good by itself, but together they don't work well. It's very hard to see these things until very late in development, when it's usually already too late to fix : (
Still, it shows that a lot of effort went into the art and animations, which are great.
- The slow controls would be great for a more slow, methodical game; e.g. turn based where every step you lose power, so you have to make every step count, but can take all the time you want to think of your next step. The turning animation is great, and would make you consider your movements more carefully since they take a turn, in which spikes could go up, or the enemies could come closer.
- The level design makes you want to be able to fine-tune your movement (in the spike after spike part) without accidentally dashing, and the rocket and spikes part needs for you to be able to get out of the way of the rockets fast, or be able to turn around and hit that rocket fast. Your slow turn makes both maneuvers impossible.
- Facing the blast enemies is a bit of a gamble; it's hard to tell when they'll attack, or if they'll attack. Its also hard to combat them because of your slow controls.
The problem is that the controls and the level design is each good by itself, but together they don't work well. It's very hard to see these things until very late in development, when it's usually already too late to fix : (
Still, it shows that a lot of effort went into the art and animations, which are great.
I couldn't get into the game though. Maybe if we moved faster, or there was more oomph in the slash. I couldn't pin it, but I felt like something was missing...Well, I'll let you know if I think of something!
(The rockets totally kicked my ass by the way xD I managed to find one of the hidden caches!)
Overall, it's nice looking and the concept makes for an intriguing game, but the slow controls bog the game down.