Hajime no Botto by nihilaleph
Welcome to the Robot Combat League! You are about to face your rival in a death match, will you be able to knock him down?
Instructions:
Enemy status is displayed on top on blue panels, player status is displayed on red panels, below

Activate a weapon of choice and select which part of the enemy to attack

CPU, Battery or Weapons can be attacked

An attack can only be performed after a cooldown

Heavy weapon has big damage, but take long to cooldown and takes a lot of energy
After cooldown defence is performed while holding its button, it will recharge CPU and Weapons, but will consume battery. There is also a damage reduction

If CPU is hit, the cooldown will take longer
- If Battery is hit, damage will be boosted
If Weapons are fully damaged, they can't be used

If CPU or Battery are fully damaged, the fighter is knocked down
Comments:
This was a very busy LD for me, so I wasn't really able to finish all the features I wanted. In addition, I used godot engine for the first time, so it took me some time to get adjusted to it. I hope it's still enjoyable, and who knows, I might use this mechanics for a future project!
* Update:*
05.02: Added gifs to illustrate better the instructions
Ratings
| Given | 21🗳️ | 23🗨️ |
@kmazzio Ikr? I wished I had time to make some tutorial or something, but I had only time to write down instructions :sweat_smile: The enemy (Mad Dog) was programmed to be all random, so I guess you weren't very lucky with him attacking your Heavy Weapon all the time :wink: I had planned 2 more enemies with different strategies (Sly Snake and Mighty Puma) and an upgrade system, but that's all I could manage with the time OTL I hope you had fun even so!
@orangejuicepanda I'm so glad you enjoyed it! I am thinking about expanding this mechanic, thank you for the showing interest in it! :smile_cat: It was planned to be a tournament and you would fight 3 robots on total, but the greatest enemy of all, time... :sweat_smile:
@danield I am glad you enjoyed it :smile_cat: Music was made in a rush so I'm relieved it was good enough~
I enjoyed how fast-paced it was. Really made it feel like your decisions on what to prioritize mattered and that a wrong choice could let you down. The music completed the mood. It took a little while to grasp the mechanics, but after playing a little and going back to the instructions you made, it all clicked quite nicely.
The main thing to improve would be to make it more clear when you're doing well or badly. I had a hard time telling and sometimes was going nowhere and sometimes doing big damage really quickly and never really understood why.
@fnkee Good strategy! Though it works on Mad Dog, maybe on future opponents it will be more difficult to pull it off :wink: Megaman is one of the inspirations for sure~
@mooseandloon I'm glad the instructions were made clear, thank you for the feedback! :smile_cat:
@gentel Another inspiration is Chrono Trigger/FFVI and Child of Light, so definitely RPG on it's DNA :thumbsup: I agree, there is so much I need to convey, but little time to explore and implement all of them, also I do have ideas to make even more nuanced abilities, so we will see if I can actually manage all this in a post-jam version :smile:
Like I said, the rest of the project looks great and seems to be very polished. Everything looks and sounds nice and is very responsive.