Escape from Scrapville by dusho
You, as a scrapped robot, tries escape from scrapyard sacrificing your own batteries to blow up your path out.
Controls: - WASD - movement - Left click - shoot laser (battery) - SPACE or Right click - Drop battery
Your laser can ignite only batteries. Dropping your battery will sacrifice some of your robot power and capacity. Batteries explode (triggered by your laser), barrels explode (triggered by another explosion), rocks crumble (triggered by explosion).
Tools used: - Unity 2018.3 b12 - Visual Studio - Blender - Paint.NET - Audacity

Ratings
| Overall | 254th | 3.405⭐ | 23🧑⚖️ |
| Fun | 219th | 3.333⭐ | 23🧑⚖️ |
| Innovation | 219th | 3.262⭐ | 23🧑⚖️ |
| Theme | 205th | 3.595⭐ | 23🧑⚖️ |
| Graphics | 187th | 3.548⭐ | 23🧑⚖️ |
| Audio | 257th | 2.95⭐ | 22🧑⚖️ |
| Humor | 347th | 2.211⭐ | 21🧑⚖️ |
| Mood | 280th | 3.075⭐ | 22🧑⚖️ |
| Given | 22🗳️ | 20🗨️ |
Simple and responsive. Can't ask more from a game jam
Good joob!
Well done!
Graphics are good looking and animations are great.
It just miss an ambient music.
You can be proud of your game !
Then to the negatives. The *mechanics* don't fit the theme!
Batteries affect the maximum energy count and energy recharges over time. Further more there is, nearly, always a battery right next to a location where a battery is need. Put together, these details mean that it is possible to complete the level with nothing but a single battery in store. No need to sacrifice anything!
In my opinion a sacrifice need to be a choice, it needs to consume something, and the outcome of the sacrifice has be somewhat risky or in doubt. Without choice the action is mandatory, not worth worrying about; without losing something the action is a gain, always worth taking; and without risk or doubt the action is a trade.
In this case there is no choice, as there is only a single path towards the exit; nothing is lost forever as energy recharges automatically; and there is little risk as there are, nearly, always more batteries to pick up right next to the obstacles.
Here's what I would change:
- No automatic energy recharge
- Batteries recharge the energy tank once energy runs out
- If the robot has no batteries when energy runs out, then the player has lost
- No extra batteries apart from the first room. Some energy recharge pads in places, why not?
- Multiple (at least two) paths to choose from at any given time. Maybe even multiple exits?
- Some way to gauge which paths are higher risk, but shorter; in comparison to low risk and longer paths (higher energy drain).
Using batteries to destroy enemies and to remove walls (unlocking new paths) would be a sacrifice, if the robot's energy reserve depended on it.
Good idea, adequate graphics, the design needs work.
Overall: *Average (3.0)*
Fun: *Above average (3.5)*
Innovation: *Below average (2.5)*
Theme: *Terrible (1.5)*
Graphics: *Above average (3.5)*
Audio: *Average (3.0)*
Humor: *N/A*
Mood: *Above average (3.5)*
Great job on your entry. Thanks for sharing!