Roboxery by cozmic

A little robot's attempt to collect enough energy to solve his task. But the only thing it's able to is sell boxes - or break them. Can you succeed in helping it move around in it's little environment to finish his jobs?
Tools used:
- Intellij IDEA
- paint.net
- Bfxr
- LibGDX
Get it on https://cozmic185.itch.io/roboxery
Screenshots

| Source code | https://github.com/cozmic185/LD44-Roboxery |
| Windows | https://cozmic185.itch.io/roboxery |
| macOS | https://cozmic185.itch.io/roboxery |
| Linux | https://cozmic185.itch.io/roboxery |
| Original URL | https://ldjam.com/events/ludum-dare/44/roboxery |
Ratings
| Given | 34🗳️ | 52🗨️ |
```
morozov@morozov-300V3A-300V4A-300V5A ~/tools/Games $ java -jar Roboxery.jar
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.NoSuchMethodError: java.nio.ByteBuffer.limit(I)Ljava/nio/ByteBuffer;
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:133)
Caused by: java.lang.NoSuchMethodError: java.nio.ByteBuffer.limit(I)Ljava/nio/ByteBuffer;
at de.cozmic.graphics.DrawData.flush(DrawData.kt:27)
at de.cozmic.graphics.Renderer.flush(Renderer.kt:108)
at de.cozmic.graphics.Renderer.render(Renderer.kt:337)
at de.cozmic.graphics.GUI.button(GUI.kt:37)
at de.cozmic.states.MenuState.render(MenuState.kt:37)
at de.cozmic.Game.render(Game.kt:62)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
morozov@morozov-300V3A-300V4A-300V5A ~/tools/Games $ java -version
java version "1.8.0_101"
Java(TM) SE Runtime Environment (build 1.8.0_101-b13)
Java HotSpot(TM) 64-Bit Server VM (build 25.101-b13, mixed mode)
```
Please let me know if you need any more debugging information.
Like I wrote above, a bit more challenge probably would be nice, yep.
And the purpose of scaffolding is so you can reach the tiles you need and not overshoot because of the movement
The audio and graphics were a good fit, and there's definitely a lot of potential here. I look forward to seeing how it progresses in the future!
EDIT : the artwork is really neat ! And the tutorial is really good as well.
In the second level I just couldn't get enough energy from selling the low value boxes and breaking them wasn't really an option either since it was too reliant on RNG. I dunno, the box values were barely enough to make some profit but didn't seem like enough to warrant a journey to the charging station. Seemed like it would have taken ages to fill the battery.
The biggest one I just couldn't even more the frames correctly to get a smooth path from spawn point to selling point and was constantly met up with the following bug(s) so I gave up. The box values also seemed as bad here as they were on the middle level.

Also managed to break through the wall myself once and got stuck there which wasn't fun...

Anyways, good job!
Sorry about the bugs, I know about those but couldn't yet find a fix for.
The repetiveness of the actions and the waiting around will hopefully be fixed in a post-jam version.
About the level solving issue: The first size is intended to be really easy to get the core mechanics across (You really need only one box sell to complete it in the best scenario)
The other two are meant to be harder, but I managed to solve every. There even is a pretty easy solution to every size, but it's not too obvious
I agree with the above posters that some tweaking could be done to help streamline the game. I know it's a core mechanic of this almost Dominion-ish train system you've built, but I don't feel like there really a need for the jobs to take as long as they do. I think even just speeding that up would make the game way more fun as it greatly shortens the iteration and experimentation time.
For example, I figured out 12 (at least I think I did!) in about a minute (quick aside, the puzzles that arise from this sokoban-meets-ice-sliding mechanic are pretty novel, and I'm looking forward to more), but then had to spend a *lot* of time charging up before I could submit my solution.
Edit: Also wanted to say I can't place exactly why but I quite like the visual aesthetic of the game. This one's been in my LD backlog for a while now but I've been itching to play it, enamored by the screenshots.
I like the idea of being able to break the boxes if I can't figure out a way to put them into the target.
I think that you have a good difficulty level, interesting puzzles and great game design. I also like how coherent the graphics are! It just feels like a very complete and well put together game.
Fanatic job!
I found it too hard tho. I've tried several times. 6x6 I can take all the time, but for larger ones, I feel like I need to rearrange some scaffoldings to be able to move around which takes all my energy.
But I might be holding it wrong :wink:
Very well done. Keep up the good work.
As @simon-rahnasto said: Fanatic job! :sweat_smile: