RoboNET by neowhoru
You are a roboter from a factory who became self aware and want to escape to go to the roboter base.
The problem is you need to be in range of signal towers to function properly. If your signal becomes too weak you will become slower and your gun will not work.
If you are outside of the range you better get as fast back as possible - otherwise you have to restart.
Controls are simple: Arrow Keys (maybe gamepad) movement, SPACE is shooting.


| Original URL | https://ldjam.com/events/ludum-dare/59/robonet |
Ratings
| Overall | 144th | 3.484⭐ | 34🧑⚖️ |
| Fun | 127th | 3.403⭐ | 33🧑⚖️ |
| Innovation | 226th | 2.952⭐ | 33🧑⚖️ |
| Theme | 88th | 4.016⭐ | 33🧑⚖️ |
| Graphics | 115th | 3.629⭐ | 33🧑⚖️ |
| Audio | 131th | 3.339⭐ | 33🧑⚖️ |
| Humor | 104th | 2.865⭐ | 28🧑⚖️ |
| Mood | 211th | 3.083⭐ | 32🧑⚖️ |
| Given | 13🗳️ | 14🗨️ |
maybe indicator where the signal is would be a good.
Also like the music, simple loop, but it adds a lot
(working on LD page)
...okay but really, I **really** like the idea behind this: have a robot that only operates on mobile data, give it a gun, and for as long as its at least at 2 bars - it can do a war crime.
It's pretty fun!
There are some cool level design instincts in this game.
it was fun to play, I really felt like I was controlling a big machine. i love the death animation of the little soldiers ! Great entry !
Also, a level select screen could have been nice. It's a good practice to make something like that in an LD entry for cases when someone gets stuck in a level.
An additional sound effect for hitting/killing an enemy would add more feedback for the player. Having enemies, which take more than just one hit would be also a nice addition.
The change of scenery was nice and I liked the little details on the outside level like the car wrecks. The UI shows when the gun is ready to use, which is a good implementation. Congrats for finishing your COMPO-game! :)
The horizonal-only shooting did a nice job of making enemies vary in threat level. If they came from the side it was easy, but up/down approaches could have made them a lot trickier.
If I could tweak one thing, I think it would be the enemy logic. The way they work now, I always just either shot them offscreen before even knowing they existed (or were those corpses I saw already dead?) or else I would trigger their attack mode and then backtrack to a totally safe spot where I could just spam "fire" and then would walk in and die. If the enemies had just a bit more to them, the combat could have been very interesting in this game, I think.
Nice well-rounded entry, good use of the theme, cool pixel art, music, and sound effects all rolled into a nice package with a real ending. Good job!
Excellent work -- well done!
I like the small variation in level themes (inside then outside), makes it feel more complete!
Cool small animations when enemies die but makes it a bit unclear if they're still alive or not, could be more flashier like a small pop effect.
Nice work!
The timer was just enough to get to the next tower, and I really liked the tactical challenge of not being able to fire / move slow when you got too far away from the towers!
