The commander of a powerful robot army has spent his days machine learning. The commander has become so well versed in military pursuits, artificial intelligence has encouraged the possibility of life outside of a regimented schedule. The commander's subordinates constantly seek admiration and approval... but the commander's newfound curiosity has lead to the realization that a recharge is in order, the commander is running out of power.
In the wee hours of the morn, when every other robot, save the sentries, is in sleep mode on a charger, the commander finally sees a chance! As escape begins, it quickly becomes apparent the commander forgot to take anytime in sleep mode on the charger.... now the commander's journey to run out of power may end with.... the commander actually running out of power and getting stuck.
Any hiccups in escape increase the chance of the possibility that other's may discover the commander is missing, and ensue a search party
Not every morning is a good one to try to escape... tents might have been thrown about and trapped you, or the boxes! Reset and try again the next morning >< ( my wife says this is a lame excuse for poor coding, but I spent too much time trying to make a random maze, and decided to let the stuff fall where it falls and put in a reset button).
I apologize for the font, the text is listed above. I misinterpreted the font rule and thought I had to make my own, trust me even though its blocky and ugly its way easier to read than the whispy version that came out before I figured out fontforge... and then I had half an hour left =p
I tried to make the wanderers appear out of the tents, but they kind of just appear on top of them. You don't get a warning before the wanderer's appear, but they do make a sound when they appear. The thought was that they randomly wake up and look for the commander to ask a question or something. Also, I'm not sure if its only on my computer (not very powerful), but the lights don't always appear for the sentries outside the walls or the wanderers. But the light collisions are still present, this can make escaping very difficult >
Android Build! I installed and played it on my phone. I also love the randomization, even if the game is sometimes ridiculously skewed against you - I don't hold impossible games against solitaire, and I won't hold it against you :)
That being said, I had a hard time with the dpad on android. Maybe make the touch zones a little bigger than the image - I frequently found it not recognizing my inputs, especially when i tried sliding from one button to another. 60 FPS would be sweet too, especially with thecool lighting, but i realize that may not be in the cards.
Awesome game! will chime back in when i actually beat it.
Despite the technical issues with boxes spawning in unreachable areas and the enemy lights sometimes not displaying, the game was still really fun to play. It needs a lot of work, but the idea might be worth pursuing further.
It's a nice game, especially liked the sound effects :D. The only thing I found a little weird was the font used for the the long text in the title screen. In the game itself it was fine though.
It's definitely an interesting game with some unique core mechanics. I feel like if the coding was a bit more polished, it could certainly be at the top of the leaderboards this time!
That said, it's still a pretty good game, and I had a lot of fun playing it. Keep up the good work! :)
This is a pretty good game for your first Ludum Dare. The opening text was a bit unnecessary, but the pace picks up when you start the game. I like the idea of collecting power cells to increase the range of your light. It gives each playthrough a sense of progression as your field of vision grows larger. I also like having to time your jump with the search lights in order to avoid getting caught. The random generation gives what is a pretty short game some level of replayability, though certain patterns proved unwinnable, which could be frustrating. Overall, this is a pretty solid entry. Nice work!
I love the light mechanic. Do I hear you saying "shit" at some point? hahaha. I would cut out on that text opening next time. Overall a good game with some replayability.Congrats!
This almost seems better suited for another theme, but at least you had a different take on it than others. I never managed to finish. The random level generation doesn't seem to always make fair levels, but that's always a danger with such things. The sounds and music worked well for me.
I agree with @gris, the light mechanic was awesome! took me some time to figure out where the boxes were. I like that the game had no killing and was more of a stealth style game. Overall it was a alright game. Congrats on finishing your first LD!
I like the concept, but the execution was a bit off in my opinion. First of all, was I supposed to put the boxes at any wall? Second, sometimes the boxes would spawn on the barriers, thus being impossible to pick up. Third, the enemies seemed to stay in relatively one place once they got there, so at times I had no way of placing the second box where I placed the first, because there was now an enemy there. But I definitely enjoyed the diminishing light representing your power, I wanted to do something like that, but didn't have the functionality with the trial version of GMS2 haha
I developed this with Godot https://godotengine.org/ its pretty awesome and I'm learning C++ so I hope to be able to contribute to the engine in someway. I'm running linux on a cheap ssd machine and have had a hell of a time trying to get lwjgl installed and running, ( I know java best... but not how to make efficient games with it) I think I might have tried to use libgdx a little to early in my code adventure, so I haven't really looked into it in a while. Unity and Unreal just hate my computer.
I'm really happy with how Godot allowed me to very very very quickly test my ideas, I didn't quite have time to learn to compile the engine with my own C++ modules, so things are a lot more clunkier than I would have liked and had imagined so I'm definitely going to pursue this venture further. I wanted to test the game on the toilet so exported to android and I figured out the touch buttons, but found I was getting stuck with only the cardinal directions, so I added the diagonals last minute and don't think they're reading smoothly for some reason.
I wanted to have the boxes stackable, so you could only pick up one at a time, and then bring them all together at a wall for them to "stack up" so you can escape... which is why there is a drop option. so if you're carrying one box, but you come by another one that recently had a wanderer show up near and decide you need to grab that one before that area becomes to dangerous.
I forgot to adjust the amount of power given by the batteries, so they're pretty op, but if you wait/hide for 10-15 seconds you'll 'die' from running out of power.
I'm real shitty at AI so I just have the wanderer's pick a random direction for a few steps.
I tried to create a grid system, but I couldn't wrap my head around it at the time and didn't have time to individually create each level to ensure stuff wouldn't instance colliding, but I decided to take a creative leap for the sake of time and use the story as my scapegoat for the inability to escape every game. Its not always a good morning to escape the camp!
The wanderers were supposed to randomly spawn from a tent entrance after you pass it, and if you collided with a tent while carrying the box, the box would drop. This is still in my code, but I broke it somehow and forgot to look back at it >
Nice little game. The title screen was bit much, I disliked the font, made it a bit hard to read. Though, the game itself was pretty fun, I could see myself playing that a little bit to beat my score. Though, I didn't like how the enemies saw me through walls. Though overall, nice job for 48 hours!
Interesting little stealth / action game. I wasn't able to figure out how to use the boxes to escape. I put them all near a wall, but then if I touch them again, I just pick them up.
That music is wild! Its got a slow primal beat to it. I'd agree with a few other comments here that the title screen was a bit hard to read.
It took me 8-10 tries, but I finally escaped! I ran into a few issues with the boxes spawning ontop of enemies that are trapped in walls. The game is much harder when you don't spawn with batteries next to the starting point!
i found the title screen font a trudge to read, given how much text there is
i wasn't able to figure out how to jump w/ the crates :(
music works well!