Specimen Delve by arkinrev

Beam Right In!
A scoundrel specimen collector with two ray guns and some tentacles is about to show a dying planet just how little it cares about your life, while laughing all the way to the intergalactic bank. Play it here!
What's Going on Again?
Freeze the native lifeforms and slap a transport order on them to beam them back to your ship. The Sawbots are harvesting the planet too, so you'll need several tentacle slaps to take them out. Or, if you are so inclined, avoid them by using your Fire Ray to cut through the walls of the cave, or jump, wall slide, and wall jump your way around them, it's up to you!
Oh, and I forgot about the whole impending doom. Your ship's engineer is getting nervous, and they'll likely jump the ship out at any time just to save their own tentacles. Of course, if you offer a bribe of one of those delicious specimens you've collected, you can buy yourself just a little bit more time. If you are not careful around the sawblades, however, your engineer isn't going to wait around for your inevitable failure. Not for free anyway.
Good luck, and comment with your high score!
Don't Let Beaming Disorient You, Get Your Bearings Below
*Here is a suggested set of controls, as how you are playing the game should feel better with a different layout. A Steam controller will work in desktop mode, however I would suggest remapping the >(start) button to ` since the default mapping of Esc will exit full screen mode for this browser game. *

| Source code | https://github.com/ArkInRev/LD44 |
| HTML5 (web) | https://arkinrev.itch.io/ld44 |
| Original URL | https://ldjam.com/events/ludum-dare/44/specimen-delve |
Ratings
| Given | 7🗳️ | 13🗨️ |
I love the graphics, it's so polished :smiley:
I don't understand gameplay a little bit, but it is quite interesting to walk around freezing those creatures :D
If you updated this game and added something I will like to play it once more :smile:
@noobexception For the gameplay, I was really focused on creating systems. On my whiteboard, they seemed simple enough that time would not be a factor. I would expect that the confusion might be from the cut bits.
**The plan that didn't all make it in:** Sawbots kill mushrooms and lifeforms, but are difficult to kill (need to slap them) Lifeforms bounce around randomly to protect themselves and avoid sawblades, if they are killed they would have spread the pink goo. The goo would have randomly spawned mushrooms (needed the spawning mechanism for that) The mushrooms served 2 purposes - static things that sawbots would harvest, and you could freeze them to get an iceblock to block sawblades. (expendable obstacles if frozen) All of this, also, was intended to be in a randomly generated level. I knew, however, that the random generation was on the "It could really use this for replayability, but I should be realistic" column.
**Compromise to Have a Game**: I spent the first night ensuring that I had a simple tileset and responsive controls. I knew if I was doing a platformer, that controls responsiveness is a make or break kind of feature. I can say, however, that it plays much better with a Steam controller than a keyboard+mouse, which I almost expect of platformers. The spawning was added for randomness of the levels (still ends up strange) but it was a late addition. A random point is selected somewhere around you, and as long as the distance from you is greater than a "safe distance", a random robot or lifeform spawns, so long as there are no terrain features there. That gave me a randomized, but not too random experience with each game. Try to sample as many things as you can, avoid the bots, and trade in your lifeforms for time.
The robot "AI" has them patrol ledges and turn around if they hit terrain, but when I noticed them walking into each other, I decided to keep that. There was something that felt right about the boxy sawbot endlessly walking into another bot. When they are standing on a single block, they go haywire, and change directions rapidly. I decided to allow it, although I would have liked to create a special condition for it.
Thanks all for playing, and I'll put up a post-mortem at some point soon.