Cottron by MrMordem
Story :
In a near future, mankind has discovered previously unknown features about cotton.It is now used as a container for nuclear waste, while being mostly harmless to human and nature alike. Sadly, a rogue AI previously working in a beeswax plant has planned to take over every cotton factory and is threatening to release all nuclear waste waiting to be processed. Only one bot can destroy every rogue machine infesting the building, the last working Cottron class logistics bot, Q-Bot !
Gameplay :
We used both themes, you auto scroll through the level controlling the robot,
use the spacebar to shoot, the bot will auto aim for the nearest ennemy
use the down arrow to deploy / retract your legs and avoid obstacles.
Credits :
Coders : MrMordem, OstrichSigma
Graphics : Nokusu, Serval, Yerathel
Game Design : Serval, Gorka
Music : Nokusu
Sound Effects : OstrichSigma
Grammar text etc : Baboulinet
Original submission build for windows here :
[Windows Build 1.1](https://dl.dropboxusercontent.com/u/73188849/LD34/LD34.1.1.zip)
We hope you will enjoy this entry as much as we enjoyed making it :)
Changelog 1.1.4 :
-> Player Life capped to 100 even if you take a repair pack at full health
-> Robots do more damage
-> You can now mute sound and music from the Option menu
-> Game Over screen and Option screen now show "Back" button to return to the main menu
-> Game Over sound now stops when you return to the Main menu
-> Sound menu is now patched, check boxes are more logical (checked for active, unchecked for inactive)
In a near future, mankind has discovered previously unknown features about cotton.It is now used as a container for nuclear waste, while being mostly harmless to human and nature alike. Sadly, a rogue AI previously working in a beeswax plant has planned to take over every cotton factory and is threatening to release all nuclear waste waiting to be processed. Only one bot can destroy every rogue machine infesting the building, the last working Cottron class logistics bot, Q-Bot !
Gameplay :
We used both themes, you auto scroll through the level controlling the robot,
use the spacebar to shoot, the bot will auto aim for the nearest ennemy
use the down arrow to deploy / retract your legs and avoid obstacles.
Credits :
Coders : MrMordem, OstrichSigma
Graphics : Nokusu, Serval, Yerathel
Game Design : Serval, Gorka
Music : Nokusu
Sound Effects : OstrichSigma
Grammar text etc : Baboulinet
Original submission build for windows here :
[Windows Build 1.1](https://dl.dropboxusercontent.com/u/73188849/LD34/LD34.1.1.zip)
We hope you will enjoy this entry as much as we enjoyed making it :)
Changelog 1.1.4 :
-> Player Life capped to 100 even if you take a repair pack at full health
-> Robots do more damage
-> You can now mute sound and music from the Option menu
-> Game Over screen and Option screen now show "Back" button to return to the main menu
-> Game Over sound now stops when you return to the Main menu
-> Sound menu is now patched, check boxes are more logical (checked for active, unchecked for inactive)
| Windows (patched builds) | https://dl.dropboxusercontent.com/u/73188849/LD34/LD34.1.1.4.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=37532 |
Ratings
| Coolness | 61% | 3 |
| Overall(Jam) | 3.03 | 772 |
| Audio(Jam) | 2.65 | 633 |
| Fun(Jam) | 3.03 | 619 |
| Graphics(Jam) | 3.10 | 696 |
| Humor(Jam) | 2.59 | 556 |
| Innovation(Jam) | 2.48 | 902 |
| Mood(Jam) | 2.89 | 760 |
| Theme(Jam) | 3.68 | 508 |
Maybe some variety in the bonuses would be nice :)
Nice concept though, I liked the candy weapon ^_^
@dodormeur :
the thing with the auto aim is that it can only track precisely the ennemies on the same lane as you, that's why its not perfect for "longer distances" we wanted more variety but we couldn't really have much because of the time
@AdamAlexander :
yep at the moment it's a bit easy because we didn't have time to balance it properly to reach the deadline, however it's also due to a bug we noticed a bit late, and it's being worked on, we'll discuss about the fire button since some members of our team are not really keen on the auto fire thing, but we'll discuss it ^^
@crucknuk :
Yep, we didn't forget to implement them, we just didn't have the time to make some things work properly, and the problem with dammage is apparently due to a bug with healthpacks and is being addressed, i'll try and put a changelog anytime we patch things up
thanks again for your feedback guys :)
We thought of the auto aim mechanic because of the 2 lanes and also because we kinda planned this to be easilly playable on mobile where you wouldn't have quite the accuracy for a manual aim system so that's why it's like that at the moment :)
@mathijs750 :
Glad you liked it ! although we could still go for an auto fire we are still not sure about what's best, regarding the score at the end, it is supposed to be shown, but the issue is still being worked on at the moment
thanks again and keep those feedback coming guys !
i'll edit the changelog as soon as patches come as well as update the download link
Yeah, we still need to balance the difficulty, at the moment it's not because we had quite some issues with the rng on the crates spawn, so we did what we could to meet the deadline and patch it later, not to mention random crap we had to fix because our version of game maker was not stable at all :/
@monetai :
Same here we couldn't properly balance the difficulty just to reach the deadline, we are working on it though, we thought of a difficulty progression as you play, but did not have the time at all to implement it, so hopefully on a post LD build ^^'
@PickleCrew :
We did wanted to use both themes so the 2 button control was quite a limitation for this type of a game, but we're glad to see people seem to appreciate the simplicity of it(though we're still working on balancing everything and hunting for bugs)and glad you liked the art and music as well, we're a small team but we try to do as much as we can ourselves during the jam from scratch so thank you very much :)
and thanks for the feedbacks once again, keep em coming :p
the devs are still working whenever they can (this is a team account so even though it says MrMordem it's not always a coder speaking)we might have a new patch coming up, i'll tell you when i know more, it might come with an android port as well, anyway we'll all keep working and of course rating and playing those games :)
Thanks, always glad to see people like what we did, truely appreciated :) we'll keep improving with game maker, we are using it to complete our previous entries in hope to make them better games, it's a neat tool for sure but, we just had so many issues with the unstable build we had to use -_- but hey that's LD, nothing ever goes exactly how you planned so you just go for it and hope for the best :p
@Astro Cat :
Thanks, we did our best, the game still has quite some flaws but we're working on it ^^
@Hot Box Games :
Yeah it's a bit repetitive, but for the LDbuild, because of time constraints we settled for an endless runner with a high score thing rather than the boss at the end like we planned (maybe post LD though) we might try and find how to put the progressive difficulty as it would really be a good game mechanic to have, we'll also try and have the final score on the game over screen fixed in the upcoming patch / android build
@Clavus :
Well as i said we did our best, there is always room for improvement though that's for sure, we had some ideas on some spins to spice up the gameplay, but the time and issues we had didn't allow for much of them to be implemented, and the auto aim is here cause we initially thought about mobile where you wouldnt have the accuracy of mouse aiming, but maybe we'll try to have some manual aiming for windows builds, we have to see cause not all the weapon types are in the LD build as well
Thanks again for the feedbacks guys, it really helps, sorry for not having a patch released in a while, we still have some issues which slows things down a bit but stay tuned ! The android port should be coming with it as well :)
There is an auto-aim, but the way it works is still being discussed. At first we wanted it to be restricted to "one lane", I mean when QBot is at his lower position, it can only aim at the lower part of the screen, and the other way around. Anyway, while I was coding the aim system, I was a bit short in time so I just coded a simpler version and it ended like that.
Some in our team prefer the "laned" version, some prefer the wide range -but- really low precision level if in the other lane. After some playtesting (unfortunately after the release), we noticed that it's not optimal and we're trying to improve the system.
Thanks for your kind words and for having tried our game. :)