Probe Abuse by minibobbo

A broken computer on a broken world. Luckily one of the replicators is online and can create probes. These probes start out weak and lacking abilities and quickly are running out of power but with a little help they can take care of the problem.
This is a quick Metroidvania game where your goal is to find the reason that the computer isn't working. The there are only 6 screens with four abilities. Each ability lets you explore a little more.
Note: when you get an upgrade, be sure to return to the spawn point so all future probes will have that same upgrade!
The levels in the game are actually the test levels that I made to try out all the abilities and features of the game. On the last day of the compo I was working on the actual levels and realized that the test game I'd already made worked much better for a jam playthrough anyway. So I polished those up and you have them before you.
| Flash (web) | http://codingadventure.net/index.php/games/ld39-mistreated-probes |
| Original URL | https://ldjam.com/events/ludum-dare/39/probe-abuse |
Ratings
| Overall | 124th | 3.697⭐ | 35🧑⚖️ |
| Fun | 201th | 3.424⭐ | 35🧑⚖️ |
| Innovation | 50th | 3.909⭐ | 35🧑⚖️ |
| Theme | 185th | 3.758⭐ | 35🧑⚖️ |
| Graphics | 185th | 3.636⭐ | 35🧑⚖️ |
| Audio | 398th | 2.576⭐ | 35🧑⚖️ |
| Humor | 185th | 2.867⭐ | 32🧑⚖️ |
| Mood | 231th | 3.2⭐ | 32🧑⚖️ |
| Given | 23🗳️ | 47🗨️ |
@greysphere @Johnnyc1423 I had trouble understanding what you were talking about at first, but then I realized that you had never returned to the replicator and made your upgrades permanent! That is totally my fault for not making that more clear! If you grab the jump upgrade and go back to spawn, all future probes can jump. Same with all the other upgrades.
A better design would have make the player cross the replicator after getting the jump upgrade teaching that technique. And possibly displaying a message like "Jump module downloaded. All future probes will be equipped" or something. I blame the short jam timeframe!
@xel I love Haxeflixel. The physics can get weird when you have multiple dynamic objects interacting, which might account for the probes moving around between levels. The other reason is how it was coded. It saves the room state whenever you leave or die or whatever. Well, I spawn an invisible powered down probe on top of the player probe so the position is saved, but sometimes the two interact in funny ways, which moves the powered down probe unexpectedly. Fixing it would have required an hour to rewrite a bunch of code and I didn't have time in the Compo timeframe. I have since though, so it will work better in the post compo!
The sound is working perfectly
The game's idea is pretty good and nice
It was fun to play your game brother
@nanolot - I agree on all points. The text does need to fully display on a button hit and then advance on the next hit. That whole screen is on my "revisit and make this work" list. It also needs some quick instructions telling you what your options are (space to advance, escape to skip). The enter key choice was honestly because I never decided on a control scheme. Sometimes I play with arrows and others wasd. I actually have all the code in the game to allow the player to rebind the keys to whatever they want, but I was going to put the option on the main menu, which I ran out of time to implement... The camera isn't supposed to scroll on small levels and follow the player on large ones, but I mixed up a < > and now it does. It is fixed in the next version. Thanks for all the great feedback!
@shell-pirate - The energy bar is actually an out of the box Haxeflixel FlxBar object. So you are correct, it totally doesn't fit in the rest of the art. Also, one of the items on my list is "match walking animation speed to player speed" since the floaty feeling of the movement is even worse after you get a speed upgrade.
In the actual game the replicators you use to spawn probes and upload the upgrades will function as a sort of save point and you wouldn't hit them that often. You will also go to another screen between the despawn and the spawn where you can pick your "loadout", so I'll have to revisit all the timings as things change. Thanks for the great feedback!
Had a little problem getting the stick to wall to trigger sometimes but got there in the end. Liked the robotic humour in the dialogues. The using previous drones mechanic as steps mechanic is interesting although the the amount of retreading the same areas it causes is a bit of a downside and could become boring if you had to go far. Got a lot of potential, Good work.
If you want you can probably expand this into a larger game, too.
Also really liked the boot up sequence.
Working around these limitations is on my to-do list. Don't know when I'll get to it though.
@klianc09 I was wondering if anyone would do that. I actually was going to put in a different message at the end where the computer complains about sequence breaking, but I ran out of time :smile: I agree the transition times need to be faster. I didn't think about having to press the direction keys again. I'll have to fix that in the next version.
@automatonvx I hear you about the wall stick. It probably wasn't sticking because you weren't pressing against the wall when you hit enter to stick (at least that is the problem when it doesn't work for me). The conrol scheme needs to be redone. It is on the list.
Neat mechanics. Collecting upgrades and shutting down to help your future selves, well designed progression through the levels too. There's not a lot to complaint about really. Some ambient sounds and background art would have improved the presentation.
It is curious how you went from Mistreated Probes to Probe Abuse! Good work!
Just kidding. I actually just forgot the name of my own game between posting it to my site and the ludum dare page.