CQB drone trials by Tnnv
In this game (or rather game prototype) player is presented with a series of trials for a modular CQB police drone. He needs to assemble the drone and input a series of commands for the drone to complete objective - eliminate all the threats avoiding any damage to hostages.
| Link | https://drive.google.com/file/d/1XyDrZkC5uAQxDRilfzWDEsjhVaTFd-O8/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/53/cqb-drone-trials |
Ratings
| Given | 0🗳️ | 0🗨️ |
I had fun trying to figure out how to solve the situations.
It didn't occur to me how rockets work until I made a mistake and fininshed the level anyway :D Some more transparens to the player about the rules, like number of shots in the MG mag and also how many rockets if you mount the launcher.
It was a little quiet in the game, but I guess you had no time to fix music and more ambience.
Drag and drop on the commands would have made life easier!
All in all, this was fun, and I liked the puzzle solving.
Either make the machine gun have a maximum range, or make it always hit. Especially with the setup reverting after every attempt, there shouldn't be any RNG there.
With that aside, it was a lot of fun! Pretty unique, and I had a fun time solving the puzzles!
I see what you mean with machine gun, that's my fault) RNG wasn't intended, it supposed to be just a decorative shots spread - but I see how it can affect correct puzzle solituion in it's current implementation.
I was actually planning more of the decstruction in terms of visuals and effects, and hopefully implement this some time. My ideas included tables and shelves with some boxes or stuff affected by machinegun shots, and rocket explosion meand to be really devastating) But in this 48 hours I managed to implement only critical gameplay - but it still was a cool experience!
I agree with the comment above about the level failure clearing the action queue, it can be a bit frustrating though
I liked looking through the different cameras. This isn't something I've seen before. It was a great tool to explore the level, and it went well with the robot escape theme. I think that mechanic was underused.
There was no risk to hit hostages. They were in the level, but I don't think there was a situation where collateral damage was possible.
The rocket made sense, but it took me a while to realise how I needed to use it.
Normally, I think an entry should try to enable as many ratings categories as possible, but by focusing on the core game, you made something really good.