Shut Everything Down by Skosnowich

To execute the jar file, you need Java 8 installed on your machine. The game was tested on Windows and Linux.
Description
We are in a future world where many robots roam the streets. Due to the invention of new energy sources, all coal power plants were shut down. But there were tiny (but more than relevant) faults in the new power plants. Now the energy of the world is running low. The first action, the government announced, was to shut down every electronic robot until a solution will be found. The robots which developed an self-learning AI over the years, of course hate the idea of being shut down, so they turned off their wireless control units and resist the government. They became hostile to every human nearing them.
Now, you appear on the plan. You are an old coal-driven robot and thus are no danger to the critical power situation of the world. Your job now, is to shut down every electronic robot you can find.

Gameplay
In this game you have to shut down every robot to save the world. You have to sneak past those robots and try not to be discovered.
You can move by rightclicking on tiles. You interact with objects in the same way. The camera is moveable with WSAD. Press R to restart a level and ESC to exit to the main menu.
If you have problems with a level, you can skip it by using the level selection in the main menu.
Technical Details
The game was made in Java using libGDX (http://libgdx.badlogicgames.com/). I made all the graphics myself with the tool MagicaVoxel (https://ephtracy.github.io/). The background music was made using LMMS (https://lmms.io/). All the sound effects were created with assets of the 'The #GameAudioGDC Bundle' (Part 3) (http://www.sonniss.com/gameaudiogdc2017/).
Made by
Skosnowich
Complete Playthrough
https://www.youtube.com/watch?v=U9R1EG2zy-A
Links (Download)
Ratings
| Overall | 167th | 3.75⭐ | 26🧑⚖️ |
| Fun | 298th | 3.333⭐ | 26🧑⚖️ |
| Innovation | 483th | 2.957⭐ | 25🧑⚖️ |
| Theme | 713th | 2.957⭐ | 25🧑⚖️ |
| Graphics | 356th | 3.696⭐ | 25🧑⚖️ |
| Audio | 352th | 3.136⭐ | 24🧑⚖️ |
| Humor | 443th | 2.333⭐ | 14🧑⚖️ |
| Mood | 281th | 3.476⭐ | 23🧑⚖️ |
| Given | 34🗳️ | 20🗨️ |
I gave you a good score for Innovation; the gameplay isn't super innovative for the stealth genre, but using robots as enemies is a great way to justify those existing mechanics: the enemies keep walking back and forth in a fixed pattern because the robots are simply executing a for loop, and we can see their vision cones because they're using lasers or something in order to see things!
I'd recommend some kind of transition when you display the text messages, it's really jarring.
I liked the difficulty later in the game, but not so much the tutorial bit. Maybe give more room for experimentation instead of a text-based tutorial?
I'm not a fan of the mouse-based movement, how about WASD to move the robot and arrows to move the camera, or vice versa? Or just center the camera around a point a few cells ahead of the robot.
Other than that, nice game with fun mechanics and a pretty good level of polish!
The graphics and audio are ok. The ending is predictable, yet somewhat inconsistent. Why shutdown a coal powered robot after switching back to coal power? Eh, coal powered robots are a bit of a stretch to begin with.
The main menu image also looks as if Coalie is giving the evil rampant robot a back rub or doing *something else* altogether.
Ok job.
Oh, and loved the graphics!
The graphics, music, and sound effects worked well together, and the game felt very polished! The game felt a bit claustrophobic, due to the small window compared to the size of the levels. A possible improvement could be to be able to maximize the window, and see the whole level at once.
The popup in the last mission was a bit unexpected, since it interfered with a timed puzzle. I thought that the rest of the tutorials worked well.
Your game fit the theme very well, both on the concept and the ending. As the game was quite unforgiving of mistakes, the levels had a good length, not too short, but also not so long as to be frustrating if you lose.
I also liked the variety of the puzzles. Even though the rules were simple, there was still something new to learn in each level!
Nice work!
>I saved my masters,
>by disabling my brethren!
>Slowing... down... Why... me?!
I did encounter a few polish issues:
- Sometimes, clicking a square would not do anything, and I'd have to click on it twice to actually get the robot to move. Not only was this annoying, but in a fairly strict timing-based game this killed me quite a few times, which was really frustrating. Unfortunately, I can't seem to reproduce this issue, but I'm on Mac if it matters (I dunno if you encountered this). This is by far the most annoying thing I ran into, because it made the game feel a little unresponsive: the rest of this list is mostly minor issues.
- Right now, if you click somewhere and decide you want to move in the opposite direction instead, the robot can only change directions when it's aligned with a square. It would feel more responsive if the robot immediately changed directions instead of potentially waiting a half second.
- I died a few times on the second level, and whenever I did die, the tutorial text would appear saying "Good job!", which was a little unfortunate. I'd suggest only showing it once, or having a question mark that you can click on to see it again.
- The WASD camera controls felt unnecessary. I kept forgetting to use them because I expected the camera to follow me by default. One possible suggestion: you could have an automatic camera following the player when the player is moving, and have WASD manually move the camera if the player is still and wants to scout ahead. This might also feel kind of weird, though; it's possible that the most user-friendly option is to remove WASD entirely and have a pure automatic camera (I doubt players will be hindered by this, since you generally only care about what's near you at any given moment).
- In the last level, I missed the pop-up because I was spamming right click to get next to the moving robot. Agreed with @somnium that it was not the best place to put a pop-up.
- Dying feels strange because you immediately get taken to the beginning of the level. Some sound effect and/or short animation when dying would have felt more natural.
Also, I personally really appreciated the tutorial text, since it's nice to know exactly how the mechanics work, and you did a good job of explaining things. I can see why some players can find it a little too wordy or unnecessary, though.
Overall, I really enjoyed going through the levels, which were all well-designed. The controls didn't feel as polished as I would've wished, but that didn't prevent this game from being a lot of fun overall. Great job!