Remote Mars Raider by Mathstr0fficial
On the far side of Mars, an ancient set of ruins has been found. It is your job to explore them thoroughly and report your findings. Or, actually, it's Dave's job. But he's... incompetent so you are tasked with remote controlling him through a needlessly convoluted signal system. Send him sequences of various symbols to control his movements and dodge perilous sawblades so you can be the real hero of this Martian excavation.


| Link | https://www.shielddoespixels.com/remote-mars-raider |
| Link | https://www.shielddoespixels.com/remote-mars-raider/source.zip |
| Original URL | https://ldjam.com/events/ludum-dare/59/remote-mars-raider |
Ratings
| Overall | 163th | 3.375⭐ | 22🧑⚖️ |
| Fun | 224th | 2.9⭐ | 22🧑⚖️ |
| Innovation | 51th | 3.825⭐ | 22🧑⚖️ |
| Theme | 148th | 3.675⭐ | 22🧑⚖️ |
| Graphics | 137th | 3.525⭐ | 22🧑⚖️ |
| Humor | 133th | 2.6⭐ | 22🧑⚖️ |
| Mood | 218th | 3.025⭐ | 22🧑⚖️ |
| Given | 8🗳️ | 13🗨️ |
Check it out! You just won the **World's Hardest Dance-Dance-Revolution** award!

Here's my recorded gameplay:
https://www.youtube.com/watch?v=whFLG9dPWBw
I feel like the codes for "leap right" and "hop right" should have been swapped to mirror how "move right long" and "move right short" worked. The fact they were different hurt my ability to memorize them a bit. The game would also be a lot better with some sound effects (a tool like sfxr can help you make some basic ones in a few seconds).
Upon replaying the first section, it seems like there are hidden checkpoints scattered throughout the game. I feel like if I knew about these checkpoints, I would've played a lot more fast and loose. I think, in general, this game would benefit from being structured like multiple short levels instead of one long level. Would be a good opportunity to gradually increase the difficulty of the saw obstacles as well! Or just mix things up.
Overall though, I really like the concept of inputting commands via a top-down action game. Deciding whether I should be using a jump or a leap while dodging moving saw blades and trying to commit several different codes to memory felt I was activating every deep, dark corner of my brain at once. Love how the chalky brushstrokes of the play area are juxtaposed with the noise and chromatic aberration of the Martian pixel art. It's a great assortment of aesthetics.
Wish there was sound, but I get it. Compo moment. I'm still really impressed with the amount of gameplay you were able to get done. Great job, Abi!
I really liked how you learned the patterns over time and got better at the movement; it definitely started out very slow and clunky, with me consulting the codes very frequently and messing up a lot, but over time you develop mastery and memorize the codes and it goes a lot smoother as the levels increase in complexity.
My only complaint with the control scheme: there was clearly a very well thought out system for the movement, and it is very consistent for the most part. However, all of the "big" versions of the commands use all three buttons, except jump right! That one tripped me up for a bit until I got used to it, but for the jumps I had to continue consulting the instructions longer than the other commands before I got the hang of it.
Nice work, I would have liked a short "you win" screen after encountering >!the alien friend!< but I also get that compo has very limited time and you have to scope down very aggressively.
There was some tough competition this year, but I'm pleased to announce you've won the **Least Soflockable Pushable Statues** award. Congratulations!

That last level is maybe a tad too long? :laughing: Nevertheless, it's impressive how well it actually works. Having the hop/leap variants of the jump is crucial and it's interesting how having these variation is also what causes the moveset to be just too much to remember everything (at least for me). Near the end there were a few times I thought I remembered it but then messed up, only to realize I should have checked the movelist one more time. Having finished it I'm glad I made it through it, great compo entry, congrats!
I really like the mix of art styles/aesthetic. The classic-style pixel art displayed on the noise-y screen helps sell that it's a different location being broadcast, and I like the textured lines of the surrounding environment. Giving plenty of healthpacks was a good choice, and keeping the danger level relatively low on the bottom was a good call.
If you were to explore this concept further, I think having moments where actions on the top screen introduce distractions, hazards, benefits on the bottom screen could have been cool! Like, a "projector" that kept the codes on-screen, or finding new codes which allow new movements. But, this is still very well done for a compo entry. Nice work!
But the game's premise is lovely, the idea and the presentation is very solid. I think the obstacles were just the right amount of intensity to avoid whilst leaving some mental room to think of your instuctions, and whilst I didn't get usper far I did start to memorise all the commands I needed. Well done!
Oh, one last thing! Sadly it didn't work quite right for me on firefox. I spent a while figuring out why commands iddn't work only to check out 100th coin's video and realised none of hte walls loaded for me! Chrome worked just fine.