Robox is pure physics fun!*
- with a twist of old-school animation juiciness and WTF-is-going-on
I decided to take a gamble on physics based gameplay that would be rendered at 24 fps with all hand-drawn art, and was pleasantly surprised with the dumb fun it turned into!
https://ldjam.com/events/ludum-dare/40/robox

The key mechanic is the player's management of the "tray" that is bound to them with a hinge joint. Moving left and right has the expected effect on its tilt, which combines nicely with the light impact of blocks tumbling down from the sky. The trick is that players must build up speed to send the blocks over the edge (instead of into the fire), which messes with the desire to keep things still and balanced.
This core gameplay tension / learning / feedback loop is tasty goodness, and I could easily envision different scenarios: blocks of different sizes, exploding blocks, skill-based point systems, timed challenges... all of the fun treats that game designers use to extend and expand on central mechanics.

The animation effect (if you're curious) was implemented like this: - Framerate set to 24 fps (this does not effect physics, which runs on a "separate thread" at a constant rate) - Every frame: - One of 24 old paper images is drawn on the background - Orthographic size on the camera jitters by a tiny amount (zooming slightly in and out) - Camera rotation jitters slightly (seriously small, like less than 1 degree in each direction)
The physics mechanics, animation effect, and juice I injected (hinged trap doors, heart coins, the player's head lerping to the tilt of the tray, etc) make me feel like this is one of the best LD's I've had in a while. I'm looking forward to seeing what other people have done with this fun theme!
Thanks for playing and rating!
https://ldjam.com/events/ludum-dare/40/robox












