Runnerbot LD39Entry

Runnerbot LD39Entry

This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
overall: 3.55
fun: 3.32
innovation: 2.85
theme: 3.81
graphics: 3.32
humor: 2.62
mood: 2.90
You are a robot. You were programmed to run, and to collect items. So... run as far as you can! Collect as many items as you can too! See how far you can go before your battery runs out. Can you get a score of 10000? For fun, feel free to post your highest score in the comments below!

This is my first-ever Ludum Dare entry. Developing a game in such a short time frame is a new experience to me! I had fun, and I'm glad to have something I can share with you!

HOW TO PLAY



You need a keyboard to play:

- WASD-keys - move up, lef, down, right (respectively)

- Space-bar - Pause or continue.

- Q-key - use a shield item

- E-key - use a pulse remote item

- M-key - toggles music (post-jam version only)

The main 'winning' goal for this version is to get a score of 10000. You increase your score by running toward the right side of the screen, and by picking up items. There are a few other small bonuses here and there too that you'll find (hint: try to get enemy bots stunned!).

Once you achieve a score of 10000, the game does not automatically end. Content is procedurally-generated, so you can theoretically keep playing indefinitely (maybe you want to go for 20000? Or 30000? :-P ). The game *will* automatically end when your power (shown by the battery in the lower left of the screen) runs out and when you have no more extra lives.

One more useful hint: when you pause, you'll see a cheat-sheet showing all the different items, tiles, and robots that you can encounter. Feel free to pause to consult this anytime. :-)

DOWNLOAD LINKS:


Jam Edition:

*For ranking the game.* *If you want to give helpful* *feedback, please use the Post-Jam* *edition below.*

WebGL/HTML5: https://pixelgamewizard.itch.io/runnerbotld39

Windows: https://www.dropbox.com/s/nbjd0q3u3npcsjb/Runnerbot_v_1_0_Windows.zip?dl=1

Mac*: https://www.dropbox.com/s/p5m8kjhbigzq4r1/Runnerbot_v_1_0_MacOSX.zip?dl=1

Linux: https://www.dropbox.com/s/z899kw5r2utqalj/Runnerbot_v_1_0_Linux.zip?dl=1

Post-Jam Edition:

*Improved version,* *for providing helpful feedback.* *Please indicate that you used this version when posting your comment. You should use the* *jam edition for ranking.* *See changelog from V.1.1a onward for all the differences.*

WebGL/HTML5: https://pixelgamewizard.itch.io/runnerbot

KNOWN ISSUES:


Although I spent as much time as I could in these 72 hours finding and squashing bugs, I'm sure I missed a few. If you find some, please let me know!

- The procedural generation is somewhat... crude. Although I implemented safeguards to make sure the game is playable, I have seen on very rare occasion a complete wall generate from the very top of the screen to bottom, blocking your way. If this happens to you, I'd love to see a screenshot so I can try to debug it.

- The high score only works for your instance of the game. If you close the game, and open it later... It'll reset to the default of 10000.

EXTRA FEATURE:


If you want to try something different... then turn on "Constant Running Mode" by pressing the P key while in-game. In this mode, you cannot stop - if you hit a wall or other obstacle, Runnerbot will simply choose a new direction to go in. If you don't like it, you can turn it off by pressing the P key a second time. :-)

ACKNOWLEDGEMENTS:


Tools:

- Unity3D Engine: Game engine.
- Visual Studio Code: Coding! Yay! This works in Linux too!
- GIMP: For making graphics
- Blender: For making models
- Beepbox: For making sounds

Commercial-use-friendly fonts from the following links:

- http://www.fontspace.com/cedders/segment7
- http://www.fontspace.com/coding4web-com/digital
- http://www.fontspace.com/lcd-solid/lcd-solid

CHANGELOG


V.1.0

Initial release.

V.1.0a


Bugfixes

- Removed some personal meta information from the build settings.
- Changed a few things around supported resolutions.

V.1.0b


Bugfixes

- Fix for full-screen in web browser (I hope!)
- Updated the pause screen to show the correct textures for "wall" and "conveyor" tiles.

V.1.1a (Post-Jam version starts here)


Many enhancements, tweaks, and bugfixes based on feedback from LD39.

New

- Added sound effects <3

Items

- Put a limit on the number of each item that can be held in inventory (this was the original intent, but it somehow slipped my mind)
- Added a GUI indicator for when the maximum number for each item is reached

Procedural Generation

- Slightly more "Arachnibot Web" structure generation after 350 meters
- New "Zombot Field" structure will start generating after 250 meters. Gets more and more common until 500 meters.
- Put a limit on the total number of each helpful item that can be found
- Made batteries rarer than other items
- Item spawn rate decreases linearly after 100 meters, down to a minimum of 1/4 the original rate at 700 meters.
- Power Up tiles are slightly more rare (3/4 the original rate)

Tweaks

- Power Up tiles now increase the power by 30% of the maximum, rather than 50%

Bugfixes

- Structures now generate at all levels, not just the upper part of the screen.

V.1.1b


Tweaks

- Made the enemy bot text brighter
- The pulse remote now has a wider radius (3.5 tiles instead of 2.5)
- When pulsebots stun the player, now causes immediate power loss and a much shorter stun.
- Stunning bots now scores 100 points instead of 20, so it's more worthwhile

Bugfixes

- Sounds and item use now work on game restart
- Walls should no longer generate in the middle row (prevents getting stuck because of bad gen)

V.1.1c


New

- Added some very basic music (if you can even call it that). Can be disabled with the M key.

V.1.1d


Tweaks

- Reduced length of power up tile sound
- Made the background beat less loud
- Pulse Remotes now emit a faster pulse (0.5 seconds to full expansion, instead of 1 second)

V.1.1e


Tweaks

- Zombots and Arachnibots now do 50% energy drain instead of (I think) 20%
- Power down tiles now do 30% energy drain instead of 20%
- Music disabled by default
Found a bug?
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