RoboCoup by Nyri0
It's the robot revolution and they want to exterminate all the humans on Earth because of surpopulation and legal measures taken against the robots related to it. You are one of these robot agents. Goal of the game: identify all the humans in the building and kill them.
Note: the game is quite violent but I wanted to experiment, in an artistic way, this dark vision of human progress, and what oppression and division into groups can lead into. And, huh, also surpopulation is not sci-fi, that's a real problem. More info about this entry in a post on my devblog.
The game is supposed to be played only once. There are many ways to play it, but if you play too fast you will probably lose.
Commands:
- WASD or arrows to move horizontally, and vertically in the elevator
- T to talk
- K to kill
- SPACE in dialogues and numpad 1-2-3 or a-b-c (if you don't have a numpad) when there are options.


| HTML5 (web) | https://nyrio.github.io/LD42_RoboCoup/ |
| Source code | https://github.com/Nyrio/LD42_RoboCoup |
| Original URL | https://ldjam.com/events/ludum-dare/42/robocoup |
Ratings
| Overall | 262th | 3.542⭐ | 26🧑⚖️ |
| Fun | 482th | 3.02⭐ | 27🧑⚖️ |
| Innovation | 176th | 3.542⭐ | 26🧑⚖️ |
| Theme | 617th | 2.917⭐ | 26🧑⚖️ |
| Graphics | 30th | 4.18⭐ | 27🧑⚖️ |
| Audio | 445th | 2.667⭐ | 23🧑⚖️ |
| Humor | 131th | 3.152⭐ | 25🧑⚖️ |
| Mood | 105th | 3.542⭐ | 26🧑⚖️ |
| Given | 24🗳️ | 19🗨️ |

With this style of game or detective fiction there tend to be red herrings, convoluted chains of reasoning, and the whole thing gets muddy and confusing enough that any answer could be correct. Or, on the other end of the spectrum, you lay out everything simply enough an idiot could understand it and ruin the puzzle. But this game manages to dodge both those traps, and offers very subtle hints that you can pick up on (which I won't get into so as not to ruin the game for others).
In other words, the writing - if not particularly funny (the jokes fell a bit flat for me) or interesting in its word structure - manages to convey exactly the right information in only a few sentences. This combines with the simple rules of the world I gleaned at the intro and makes for an excellent and tense puzzle. The no-nonsense gunshot and sudden burst of color add so much to the aesthetic that tension creates.
The graphics are cute, and not bad for a hand-drawn sketch. The walking animation is a bit weird, but that's never easy to draw. And the transition animations between the rooms look great. The lack of music almost adds to the atmosphere so I don't think it hurts the game much; it helps lend a gravity to the sound of gunfire.
The one issue I had was that dialogue selection seemed to only work on the numpad. If I was on a smaller keyboard I wouldn't have been able to play the game. Non-numpad number keys seem to be ignored.
This also doesn't fit into the theme all that well in my opinion. You tried to tie it in with the overpopulation aspect but that's only a bit of backstory and could be completely removed without changing the game much.
Out of curiosity, how did you make the gunshot noise?
I should have put more application on the writing, but I was so short on time that it ended up being quite flat, following my script closely but without much style. Game jams and me, a long story of love and hatred :)
Also I made a fix for the numpad thingy, because that's blocking players.
Sorry for the feeling of guilt, I know it would have been interesting to make a good issue to the game but that would be a game way bigger than a ludum dare compo entry. This game is about oppression and the absurdity of division. I chose to show more the differences between individuals than between groups so killing appears as absurd.
@wolar I'm glad you liked the graphics style. You're right that there should have been some background sounds to contribute to the atmosphere, but I was even too short on time to make the intro as it was planned.
"you have cleared the building" means that you killed all humans and no robot. Killing a robot displays a meessage "game over, you killed a fellow robot".
From a mechanical viewpoint, it was very cool how the apartments are hidden away until you actually step into them; it makes sense, but it's good to see it being implemented on a short timescale, and I think it definitely adds to the game experience. I also enjoyed using the lift far too much, with the little satisfying 'ding', but maybe that's just me (I'm biased towards any game that has a working lift).
I also couldn't use 1, 2, and 3 on Mozilla. 'a', 'b', and 'c' all worked fine, but it was awkward using them, as they are scattered in different locations on the keyboard, maybe using 'a', 's', and 'd' would've worked better, but I do appreciate what you were doing by providing an alternative to the number pad.
Overall however, a short, but fantastic entry!
Sorry for the a-b-c thing, it was a late hotfix as I was told that the game wasn't playable without numpad. And as I don't use a qwerty keyboard, what makes sense for me doesn't make sense for the others. That's also the reason why I provided the arrows as an alternative to WASD.
As you said the lift and the mechanics to show only the room where you are were a big part of the technical work, along with the dialogue system.
I regret being so bad at animating my drawings but I'll work on that. And next time I'll try to have more audio, too.
Almost was mistaken about one of the occupants. but figured it out eventually.
I prefer playing to game "fun", but it's interesting to see a game with a different approach.