ineptia by Sodaware

[raw]
made by Sodaware for LD23 (COMPO)
You control MARRV, a lone robot aboard a generation ship carrying the remains of a dead planet. The ship has been boarded by evil robots bent on destroying all life. They have wiped the system memory and are attacking the animals in the three biomes.

Your task is to destroy the bombs they have placed and scan the animals so their DNA can be catalogued for future generations.

Rather than moving MARVV directly, you give him a set of instructions to follow.

I'd like to polish this up and release it in the future, so any feedback is very welcome!

Ratings

Coolness 100% 1
Overall 3.18 308
Audio 2.02 597
Fun 2.73 474
Graphics 3.53 173
Humor 2.19 446
Innovation 3.35 234
Mood 2.70 417
Theme 2.46 700

Feedback

Tulrath
23. Apr 2012 · 05:45 UTC
Lots of attention to detail, good artwork, had to turn off the audio after a few minutes though :) The green arrow pointer was a huge help, especially around enemy robots -- but an undo button would have been nice to undo plans before executing them. Overall, nice entry.
matheus23
23. Apr 2012 · 18:51 UTC
very good graphics and nice "round system". But i think its missing something like a lift bar... or did I miss it?
Hume
23. Apr 2012 · 18:54 UTC
Programmable robots! Yeah!

Loved the concept. There doesn't seem to be a "game over, restart" flow, but my solution to that is keep playing; don't die :)

I'm coming back for more of this later.
cadin
23. Apr 2012 · 19:01 UTC
This game looks great. I love the graphics. The concept is really neat too. I like the idea of programming the robot's moves ahead of time. I felt that the game progressed a little too slowly for my taste though.
uberneen
23. Apr 2012 · 22:19 UTC
It's like playing Robo-Rally, except prettier!
I would love to see this at a larger resolution.
De10ter
23. Apr 2012 · 22:25 UTC
I think someone was betting on "Indirect control" :3
Pretty neat for what it is, but like others have said, felt too slow, the sounds get annoying quickly and an undo button would be good.
davidllanos22
23. Apr 2012 · 22:37 UTC
Nice little game :) An evil robot and the main robot died at the same time and then nothing happened...
mattchu
23. Apr 2012 · 23:28 UTC
It was really slow-going, but it felt really well done. :)
cobrajs
23. Apr 2012 · 23:48 UTC
I really like this game concept! Excellent graphics throughout, and good gameplay, but I do wish there was an undo. Also, when I died, there didn't seem to be a way to restart, other than reloading the page. Nice work, though!
eburn184
24. Apr 2012 · 01:28 UTC
Nice turn-based game. I felt the pacing was a bit slow, but the game was fun once I got the hang of it.
Milo
24. Apr 2012 · 01:37 UTC
It's an interesting concept and the assets were done well. I was annoyed by the fact that the robot has to have its instructions input in such an unintuitive way - the mechanic of planning moves ahead can be maintained without having to figure out which way is right to your robot.
unicornpooping
24. Apr 2012 · 16:38 UTC
I wish it were a little faster, but I like what you did.
racarate
24. Apr 2012 · 17:28 UTC
I love robot programming games. Carnage Heat is the greatest game of all time. So, I like this before I even play it! But, I also enjoy your sense of humor in the "Bestiary". Good writing on the "data corrupted". I like the character design, very Johnny Five. As nice as the visuals were, I found the audio absolutely grating. There was no background music and the only sound was the loud, jagged noise wave of moving.

This was a little compounded by the fact that the execution of the movment script took so long. I wish there would have been a slider to increase movement speed.

Also, in terms of visualization I would have liked to see an actual overlay for my path instead of keeping track of where the cursor is.

The fact that you can't undo your moves kinda stinks but is kinda awesome in terms of increasing the pressure of getting it right.

I don't understand why evil robots look so similar to the good robot. Maybe that is a commentary on society.

Overall, I love these kinds of games and this is the first "micro" one I have played. I think that this is to Carnage Heart as Cave Noir is to Stone Soup.
amodo
24. Apr 2012 · 18:30 UTC
I think for an indirect control game, this wasn't slow at all. It feels really intuitive & to the point. Good work. Really sweet graphics too. Good job!
LFleck
25. Apr 2012 · 17:09 UTC
could use a faster apce but nice game overall, everyone gotta love robots.
chinchang
25. Apr 2012 · 18:05 UTC
gameplay is slow...also did not understand the controller to be of that kind. Liked the simple animations though.
Nanofus
26. Apr 2012 · 15:43 UTC
It's a bit slow, but I like it otherwise. The controls were fun.
derosa
26. Apr 2012 · 21:54 UTC
Very nice to play, but a little slow.
Steve Cochrane
27. Apr 2012 · 06:42 UTC
Definitely a cool concept, I like the structure of it. It's good to see strategy games in LD.

I wonder if there's a way to reward the player for queuing up multiple moves, or something like that? Currently you can just put in a single move and press go every turn if you like, and there's no reason to queue up multiple commands other than to cover long distances faster. If the player is rewarded that way or if there is a minimum number of moves per turn or something, that might encourage the player to plan ahead a bit more, which could be interesting. Or that might actually be bad, just thinking aloud here...

Also it might be nice to be able to click on a queued command to undo it. That could be a way to add undo functionality without adding any additional buttons to the interface.
🎤 Sodaware
27. Apr 2012 · 19:18 UTC
Thanks to everyone that has taken the time to write a comment - I really, REALLY appreciate it! I'll try and answer questions / comments as best I can:

* Undo -- It was planned but I ran out of time. In hindsight it should have been more of a priority.
* Sound -- Yeah, it sucks :(
* Slow -- Each move takes 1.5 seconds to execute, so plenty of room to speed it up. The way things work at the moment meant I had to make every move take the same amount of time to stay synchronized.
* Path overlay -- I like that idea. I use a silhouette of your robot instead of an arrow, along with a glowing trail or something.
* Minimum moves -- Originally you needed to fill the queue before you could move. I left it out for testing, and never put it back in. Whoops.

I'm currently working on an improved version that I hope to release once voting closes. All this feedback has really helped :)
raarlac
28. Apr 2012 · 17:12 UTC
This game is very different from what i've seen in this LD. Loved the idea
KevinWorkman
03. May 2012 · 01:28 UTC
Great concept, and with some polish and balancing, this could be an awesome game. Well done.
j0n
05. May 2012 · 14:21 UTC
Nice concept, never played anything like it. I could play that all day though if it was a full game.
castor
07. May 2012 · 21:13 UTC
Nice little turn system game.
robcozzens
08. May 2012 · 05:35 UTC
Really cool idea.
Several
09. May 2012 · 01:23 UTC
Glad to hear you're continuing development!

To add to preceding suggestions:
- Instead of just shooting the bombs, I'd love to defuse them with a similar RoboRally mechanic, perhaps controlling one hand to de-solder, cross wires, and/or yank out pins in the correct order.
- I'd kinda like the viewable area to be one tile larger in each direction.
- There's more to mine from RoboRally that could be good fun--in particular, timed events, like strong gusts (provided forewarning 5 turns in advance) & on/off deflector shields could add some interesting wrinkles.
- The theming of the levels brings Megaman to mind. Have you considered adding perks to successful animal-scanning, or making more level-specific objects/enemies?
Rabbits...
09. May 2012 · 23:14 UTC
I like the approach a lot, too bad I'm terrible at it...Makes me feel kinda like the pokemon times a bit...
Krisjet
11. May 2012 · 14:39 UTC
The graphics are great and the interface worked well, all I missed was an undo. My only gripe with the game was that although programming robots seems cool, I'm not sure if it added a lot to the fun of this game, I think it would have been more engaging if it had been real time.

Good job for 48 hours work, you even have different modes, most people don't even have a splash screen at the beginning :)
Ranoka
13. May 2012 · 16:07 UTC
Nice game, I like the idea and controls. Shame the movement was so slow, would have been nice to be able to speed it up. Was quite hard because the other robots are shooting at you too so you run out of health. Is there a way to restart after you die?
ASOT
13. May 2012 · 18:32 UTC
I like the idea a lot, though I'm very bad at playing it. The sounds also overlap, building onto each other. I give you 5 stars on coolness if there was a category for that.
maxman43
14. May 2012 · 00:45 UTC
Great concept, looks very well made
Make A Game
14. May 2012 · 00:49 UTC
Interesting mechanics! I'd like to see this as a boardgame. :) "Walking" sound is way too loud and the first two "steps" overlap.
BenW
14. May 2012 · 00:51 UTC
Reminds me a lot of the board game himalaya because of the fact that you have to put all your moves in ahead of time.