Last Key of Robotica 3 by elitegoliath
TO WIN:
- Fill your Transcode bar to upload your consciousness off-world.
- Enemies have a chance to glitch out and become your ally. They help you transcode your consciousness. Without them, you'll never make it!
- If you must, sacrifice them to assimilate (gain health) or to self-destruct, clearing wreckage blocking the field along with your foes. Be careful though, detonations that powerful can destroy potential allies!
Controls:
- WASD style movement. Arrow keys work too.
- Q or Middle-mouse-button: (HEAL) Sacrifices a minion to heal you by assimilating with you.
- Right-Click: (SELF-DESTRUCT) Sends a minion to mouse location to detonate. This kills all enemies and clears pre-existing debris.

Meet Paladin, the last surviving human brain on Terra. Your mission has been compromised and the forces of the Veil are converging on your position. In a last ditch effort to escape with the vital information you have secured, you are attempting to uploading your consciousness off world. However, the transcoding process is lengthy with your calculations alone.
Fortunately, you have discovered a flaw in the coding of a small number of enemy bots, allowing you to wrest control and focus their computation power on your transcoder. Be careful though, for your enemies are overwhelming and some of these Buddy Bots may need to be sacrificed to repair your exosuit or to rain fire on your enemies. Can you hold off long enough to complete the upload, or will humanity lose their last glimmer of hope?
Sacrifices must be made!


This is elitegoliath's 4th with Drekler's 4th jam together, EquisStenchman 3rd jam, and Squiglypig's first. It was a wild ride with lots of excitement, frustration, and caffeine. Overall, it went pretty smoothly for our second game in Unity and it was much more ambitious than the last. We learned a ton about Unity, C#, scope creep, and teamwork. We look forward to hearing your thoughts and feedback and seeing if you can blast your way to victory!
Patches
Dec. 6
- Fixed issue where game wouldn't start.
- Added MAC build.
Dec. 7
- Throttled graphics so the game was less prone to crashing.
- Fixed AI breaking sometimes at random.
- Fixed some issues with massive overhead when bots deploy from APCs.
- Fixed broken spawn rates of enemies.
- Fixed broken sound files.
- Fixed broken death condition.
- Lowered music volume so SFX could be heard.
- Fixed issue with colliders on obstacles not working on lasers properly.
- Added LINUX build.
Dec. 8
- More performance enhancements by replacing some of the "invoke" methods with coroutines.
- Balanced spawn rates.
- Added custom cursor to make it easier to see.
- Added menu allowing player to restart or exit the game at will (use esc).
- Improved the "Detonate Companion" feature to make it more useful.
- Added more descriptive instructions in the "Main Menu."
- Added story elements to credit scene.
- Made depleted "Power Core" health indicators to make them easier to notice.
Ratings
| Overall | 814th | 3.054⭐ | 30🧑⚖️ |
| Fun | 755th | 2.946⭐ | 30🧑⚖️ |
| Innovation | 998th | 2.339⭐ | 30🧑⚖️ |
| Theme | 919th | 2.696⭐ | 30🧑⚖️ |
| Graphics | 741th | 3.054⭐ | 30🧑⚖️ |
| Audio | 592th | 2.66⭐ | 27🧑⚖️ |
| Mood | 882th | 2.704⭐ | 29🧑⚖️ |
| Given | 25🗳️ | 32🗨️ |
@szabe Thanks for the feedback! There was an updated Main Menu with some UI indicators about the mechanics. It looks like it didn't make it into the latest build. I will be sure to get that info block out for future testers. We will also look into the sacrifice mechanic issue.
A bit more contrast that you can't walk on the water would be good (I got stuck near it few times, and it often costs you either few lives or whole game).
Anyways, good job!
I kind of wished there was a second weapon or an alt fire mode, to break up the pacing of the fights even further, so if you do want to keep working on this that'll be cool to see.
Great job! Hopefully I'll see more of you next jam. Cheers!
@icehottet Thanks for the feedback. I thought that might turn into an issue but didn't have time to restructure the tile collision maps before the deadline. I'm glad to hear that the controls felt natural.
Overall a very nice game with lots of bullets flying around and constant running away from the tanks and hiding behind rocks. Great job!
On the other hand enemies (both tanks and robots) feel a bit bullet-spongy imo, so maybe it would make sense to reduce their HP and instead spawn more of them. If I saw this correctly a single suicide bomber was not enough to kill a tank and holding left mouse for seconds on the same target isn't too exiting. Maybe an overheating mechanic would also increase the depth of the gameplay.
But still, bullet sponges or not, nuking people with minions looked awesome :)