The Robot's Trial by citsua
You are ADA, a cute little robot girl... But according to humans, you're "malfunctioning". Nonsense! Prove them your worth by completing the trial of Scraps Island and avoid getting sent to the trash!



Controls: (can be changed in the game launcher)
WASD: Movement
F: Interact
Space: Jump
The rest of the controls is explained ingame
Play the game:
Windows: https://www.sendspace.com/file/gzmyzp (alternate link: https://ufile.io/hl9c8)
Linux: https://www.sendspace.com/file/m4ijqf (alternate link: https://ufile.io/rrjm1)
MacOS : https://www.sendspace.com/file/z24j99 (alternate link: https://ufile.io/pkoi9)
Source download link: https://www.sendspace.com/file/0v2zke
Ratings
| Overall | 161th | 3.583⭐ | 26🧑⚖️ |
| Fun | 226th | 3.25⭐ | 26🧑⚖️ |
| Innovation | 196th | 3.348⭐ | 25🧑⚖️ |
| Theme | 309th | 3.273⭐ | 24🧑⚖️ |
| Graphics | 67th | 4.125⭐ | 26🧑⚖️ |
| Humor | 174th | 2.952⭐ | 23🧑⚖️ |
| Mood | 213th | 3.263⭐ | 21🧑⚖️ |
| Given | 31🗳️ | 23🗨️ |
I did noticed what I think is a bug where I jumped on to the platform with all those cubes and then I appeared under the map, hovering. I couldn't do anything so I quit and restarted the game.
Apart from that it was very fun. The various modules were great and if you expanded it with more levels, it could become a very good game.
On the other side, here is our game, give it a try ;) [Link](https://ldjam.com/events/ludum-dare/38/surviball)
I've been working on the game since Ludum Dare ended so all the bugs you're encountering have been fixed. I'm also reworking the first level and I'll add more once I'm done.
I'm not updating the game here though; that would be unfair, since I haven't fixed everything during the 48h Compo. I'll be sure to post the updated version on here though when it's ready!
@selbryn : I'm not sure I can since I don't have the original LD version of the game anymore, but I'll try! I'll make sure to look at your game too :).
Thanks for your feedback!
EDIT: Aaaand it's up! Thanks for telling me @jason-kennedy!
wonderful game... some audio would have really sold the game.
2 game play mechanics gave me trouble.. it was unclear why I couldn't grappling hook over to the island given that I could grab basically everything else... it was also unclear that you needed to shift-hover to actually make the gap. didn't even see the grappling hook at first through the pile of blocks.
Some clean up on the game and some more levels and you would have something that could be put in a store.
I like the low-poly graphics, though.
I'm also redoing the first level (it had a really a bad and rushed level design, honestly).
Thanks again!
@makiki99: that's really weird... on Windows at least the sensitivity is quite high. I guess it's a Linux bug, and I don't really know how to fix that since I'm on Windows. I'm sorry this stopped you from playing :(. I'll try to look into it! Thanks for your input!
Other commenters have already mentioned the usability/UI issues. For reference, I can confirm that on MacOS it's a similar situation to Windows, the camera is if anything too sensitive. Anyway, other than that, I liked the entry!
I don't really understand what you mean when you say you want a "display when the grapple is about to be used". Do you mean "once the line has been shot"? If so, you're right, and I'm working on fixing that. If you meant "when you can release right click to launch it", well, if you're aiming (maintaining right click), it already means you're about to use it!
@philomory: thank you! I am very glad you like my graphics style, especially because I am pretty bad at modelling so I am forced to use this kind of visuals. You're right about the magnet, but there was also a secret (non intended, one of my friends discovered it) way to use it : you could basically create a "magic carpet" of cubes and fly to the big island!
Anyway, I would have loved to make the level longer, but unfortunately I spent too much time on the modules and made the actual level in the three last hours of Compo. But, in case you come back to read this, I'm currently redoing the level from scratch and I've already added a few new functionalities to the magnet (for example, you can aim and shoot your metallic items like a gigantic spike).
Thank you again for testing on Mac, it's useful to know how my game works on each OS!
The camera movement is kinda weird to be honest, and the jumping feels slow. Sounds would definitely be nice, it would improve the experience. Otherwise, the game looks really polished! Good job!
The 3D Art is really, really impressive! My big issue came from the character controller which kinda drove me a little crazy. Great job on the Art, only 3D Mascot Platformer-like I've really seen all jam.
My only main gripe, though, is that the movement feels dangerously unsafe, probably due to a very slight bit of deceleration when the player is trying to stop. It gives the feeling of sort of being 'on ice' the entire time, and with platforms that small there's a lot of precision jumping and keeping the camera tilted down to make sure you don't accidentally fall through half the whole level.
Otherwise, good job, though. 3D stuff is not always simple to do in 72 hours or so.
Unfortunately, as soon as I got the magnetic power up I used it, and pushed the metallic cube I was using to keep the door open, over the edge. I trapped myself in the magnetic power-up room. A very simple fix would be to have the door stay open after we pick up the power-up whether there's a cube on the button or not. If it weren't for that little cock-up of mine I would of played longer. It's an unfortunate, tiny thing missed during development that mean't I ran out of patience and couldn't see the rest of the game. Perhaps a few minutes of play testing around that puzzle would of picked that up.
Don't take it as a slight on the rest of the game though, it's a nicely made little jam game with a lot of ambition behind it.
Hopefully, we could take away the lesson of playtesting a little bit before uploading.
All in all it was really well done :) Congrats!