Robot Battery Dig by devharts

Premise:
Keep the little robot "alive" by digging for batteries, which are buried under the ground for some reason!
How to play:
- Use the mouse to click on the block to move to or mine through (must be adjacent to the robot)
Development notes:
This game was built using Godot Engine. I've done a few Ludum Dares in the past (#42 and #43), but then sat out the next few for different reasons, so this one was a fun way of getting back into it. All graphics were made using Inkscape over the course of the weekend, and the music and sound effects were CC0 from OpenGameArt (see the in-game credits screen for details).
| Youtube | https://devharts.itch.io/ldjam46 |
| Original URL | https://ldjam.com/events/ludum-dare/46/robot-battery-dig |
Ratings
| Overall | 1756th | 3.261⭐ | 25🧑⚖️ |
| Fun | 739th | 3.565⭐ | 25🧑⚖️ |
| Innovation | 1187th | 3.304⭐ | 25🧑⚖️ |
| Theme | 1294th | 3.63⭐ | 25🧑⚖️ |
| Graphics | 1877th | 3.087⭐ | 25🧑⚖️ |
| Humor | 1326th | 2.75⭐ | 22🧑⚖️ |
| Mood | 1499th | 3.238⭐ | 23🧑⚖️ |
| Given | 21🗳️ | 20🗨️ |
Its really addicting. Art don't take me crazy but it works. Good job! :sunglasses:

It was fun to plan ahead and think about what boxes would be best to dig next.
I wish the battery didn't drain while I was thinking, to make it more like a puzzle than a race.
Cool concept. :)
The game played like a typical mobile puzzle game, and I imagine that is the kind of feel you were aiming for. However, in that case, i would advice against having the game on a timer, as stress doesn't really fit well with that genre of games. If you were to make this into a real game, i would request:
**Powerups** or other consumables, spread in the rock like the batteries.
**Prebuilt levels** that would allow the game to feel more fair, and could also make the player think about the order of operations a lot more.
But as a Jam game, what you have created is actually very nice and well polished! Good job!
- Battery appearance is too random, don't be afraid to cheat and not make them spawn "truly" randomly : you can pick a fixed interval and add a random "noise" to it (so it only appears a little sooner or a little later) ; you can also do it like Tetris did and say "there will be X batteries every Y cells no matter what" and place them randomly in this interval (if it's already the case, maybe the interval is too large ?).
- It feels like when you're next to a battery, waiting until you reach 50% before picking it up lets you last longer. Though it doesn't score more points, it's a cheesy way to earn time. Maybe focus on the score display, or don't cap the battery level to a percentage ?
- Keyboard controls would be appreciated ! I couldn't find any.
Otherwise the concept is well executed and the result is enjoyable.
Other than that, this is pretty fun and addicting :) I managed to survive for about a minute with 5k score on my best attempt!
Concept fit the theme well, and the time-based depletion rate felt fair so you could take a bit of time before digging to plan.
Graphics are nice and in general it all feels quite solid, but I think there are a couple of issues that can be fixed to make it even better:
* As others have mentioned, your score might depend a lot on the RNG. I don't know if you set any rule for generating cells, but perhaps making sure that there's at least one battery after every [min-max] layers would help.
* While digging with the mouse was comfortable, the adjacency restriction felt too slow for movement.
* Instead of behaving like tiles, perhaps it would be a nice idea to have batteries behave like the player and fall all the way down to be auto-collected by the player so you don't need to click on them to use them (on the other hand, I haven't tried this, but the reverse might help you keep a battery and keep it on top of you to be used in case of emergency :thinking: )
I also coded a driller game for #ld38, so I ran through some of these issues myself :sweat_smile:
In any case, congrats for a great job! I've scored around 10K points so far and still playing it (this mechanic is too addicting :D)
Clean and simple and a nice jam game.
For suggestions:
- If you added a border to the game area it would be really clear that you can't go left or right in the screen.
- Some simple animations would be nice. The blocks disappearing (even an alpha fade) would make it very apparent that the connected blocks were being removed.
- Making the blocks and robot fall would also add a nice feeling to the whole thing.
- Batteries could be picked up automatically? Maybe add some cool particles or something?
A suggestion, sometimes I didn't know what would cause the blocks to fall. If there's any rules to it, can you explain?