Surge by loginaut
SURGE! Stay alive as power surges through the factory. Energy decays with time, be sure to use the charging stations to repower. Be careful, the other robots will surely fight you for the scarce power; collect wrenches to heal. Every 60 seconds is a power SURGE which will knock out a charging station. Survive!

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Notes: The game is based on the Mirror multiplayer package for Unity. If you are prompted to allow firewall access for single player it is because the game runs a server in the background, feel free to disregard.
The game works with LAN and online multiplayer, but you'll need to forward port 7777 on your router to play online. Both game modes have some AI characters to fight.
The bars in the upper right are health and energy, energy is refilled at charging stations, health is recharged from wrenches.
QOL fixes on Monday 4/20 ~ noon: removed AI spawning next to the player, reduced AI health, stopped camera from clipping through geometry, adjusted aiming sensitivity.

| Youtube | https://github.com/behdadch/RobotBattle |
| Youtube | https://www.dropbox.com/s/pnfccvci9xdp04c/Surge_Win.zip |
| Original URL | https://ldjam.com/events/ludum-dare/46/surge |
Ratings
| Overall | 1878th | 3.207⭐ | 31🧑⚖️ |
| Fun | 1563th | 3.155⭐ | 31🧑⚖️ |
| Innovation | 1513th | 3.138⭐ | 31🧑⚖️ |
| Theme | 1962th | 3.259⭐ | 31🧑⚖️ |
| Humor | 1070th | 2.981⭐ | 28🧑⚖️ |
| Mood | 1561th | 3.19⭐ | 31🧑⚖️ |
| Given | 32🗳️ | 31🗨️ |
I would be grateful if you told what think of my game
Cool idea!
The documentation was pretty sparse, but we managed to get it working good enough for the jam after the first day and a half + watching some video tutorials. I think I made a mistake by having the players driven by rigidbodies which lead to lots of small synchronization errors between the clients and server (I think this is what @scharma experienced). I also literally interpreted the "player prefab to spawn" field as the actual robot, which leads to the strange connection bug that @cole-wasserman and @maxter10001 ran into after that prefab is removed.
Lots of lessons learned :)
You have chosen a very unusual aiming system, as most people are used to having crosshair stay at the middle of the camera :) When spectating after dying (at least it seems that's what happened, even though it doesn't say "life terminated" immediately), controllers seem to be stuck based on previous rotation, e.g. left/right is swapped, and it doesn't say when (if) will I re-spawn. One other issue is that the mouse gets stuck inside the window even in menu after the game ends. Mouse scroll is also too slow in-game. If you plan to continue developing this game post-jam, fixing these small issues will have a huge impact :) One small tip for your Git repository, try not to add the files listed inside before creating the .gitignore file, as you have plenty of temporary files inside /Library that can cause you conflicts on top of wasting space (Mirror even has one useless 30MB benchmark scene inside its Examples directory). We've also begun to learn Mirror as a part of our LD Jam 46 game, so feel free to check out our server-sided approach that doesn't rely on P2P if you're interested in some specifics :) There are currently plenty of non-intuitive issues regarding Mirror documentation, while some of them could could be addressed very easily if any experienced users contributed to improve it.
Unfortunately we're all engineers so UX tends to sit at the bottom of our priority list. We'd been playing it over LAN during development, and I didn't really see the value in hosting an online server. The player movement is all done through rigidbody physics, so the additional latency would likely make the player control a jerky unfun mess.
It's definitely good practice to reflect on the good and the bad after a game jam, and I would definitely change the implementation of the player to fit better with my current understanding of Mirror (rather than the tank example they have provided, which imo don't give a great idea of how to architect a multiplayer game). I'll definitely check out your repo to see if it gives me any better ideas! I think if I create a post-jam version I would probably want to start from scratch knowing what I know now about multiplayer, which I suppose makes this a very good use of 72 hours.