Hydro-Carbon Rescue by Joror

Save the last Hydro-Carbon lifeform!
Booting up...
Identity: Modular Droid 0100201
Power: Low...
Information banks: EMP Wiped...
Emergency Objective
Keep the last hydro-carbon Lifeform alive! Take it to the escape pods near the helm.
Modular Droid Controls:
- Hold
left mouse buttonto grab items. - Hold
right mouse buttonfor module effects. - Press
escapeto skip/view logs. - Keep items in spotlight for information.
- Connect more modules to your Droid.
- Find power sources to stay active.
- You can tap power from broken bots.
| Youtube | https://joror.itch.io/hydro-carbon-rescue |
| Youtube | https://joror.itch.io/hydro-carbon-rescue |
| Original URL | https://ldjam.com/events/ludum-dare/46/hydro-carbon-rescue |
Ratings
| Overall | 137th | 4.083⭐ | 32🧑⚖️ |
| Fun | 228th | 3.9⭐ | 32🧑⚖️ |
| Innovation | 128th | 4⭐ | 33🧑⚖️ |
| Theme | 378th | 4.065⭐ | 33🧑⚖️ |
| Graphics | 565th | 4.065⭐ | 33🧑⚖️ |
| Humor | 1011th | 3.036⭐ | 30🧑⚖️ |
| Mood | 59th | 4.306⭐ | 33🧑⚖️ |
| Given | 35🗳️ | 35🗨️ |
**spoilers**
There's some really cool ideas here, the beginnings of sort of top-view metroidvania, the way you both move and build-up your bot with the squiggly arm, which you also use for the puzzles (well, puzzle). Also scanning objects is a nice way to reveal information, makes you feel you've earned it somehow rather than just being told.
The atmosphere is excellent, especially in the beginning, when you truly do not know what you'll run into. I do have a bit of a gripe with the light though: your grabber needs to be close to objects, but the light beam is a point source a little bit away, making very close objects harder to see sometimes.
I'm not _quite_ sure I completely understand how the mechanics of the little drones work. It seems the brightly coloured ones (either red or green) can recharge you when you grab them, but the red ones will try to take some of your energy and the green ones move away, while the grey ones are (have become) just duds? Is that it?
I know what you've already got here must've been a _lot_ of work, and this is _really_ nitpicky given that it's a jam game, but it somehow feels a bit short? I think it's just that you only use the power-beam once, and that the girders don't go to unexplored rooms eventually, but just permanently block things off (which is not what you'd expect, since you can go through the blue door once you got the right McGuffin module). Maybe also because you attach the plant in the beginning, and then only attach _one_ other module? ... I should stop since you're probably well aware of this.
I tried a run without the lifeform as well. Nice to see you got a message for that! Though if you complete the run, and then run out your own battery, it still says that the lifeform will perish. Could just be a bit of a dark end though, not uncommon in some SF :wink:
Lastly, I wonder if you can get it into an unsolvable state... I think you maybe can push the powerbeam module to the wrong side? Then again, this is meant to be a bit of a trial and error thing, if I read between the lines.
Great use of the lighting system (I'm assuming you used the new 2D lighting). Overall, great game jam! :)
If you'd had time I would have loved to see what more kind of puzzles with the mechanics you could have come up with.
I liked the controls! also the mood is great! well done!
I ran out of energy for trying to cut through a pillar blocking the way, it doesn't cut... :laughing:
Great concept, congrats!
Don't forget to comment on other people's games so yours gets more ratings!
Regardless, nice graphics, great idea, clean execution, fun gameplay. Well done! :)