Crisis Bot by The Great Gallus
Take control of Crisis Bot, an automated repair robot that is deployed in times of crisis! Repair Fractures in your deployment area as quickly as you can, trying to stave off inevitable destruction! Anyone else would tremble in fear, but not you! It's not in your programming!

| Link | https://github.com/TheGreatGallus/CrisisBot |
| Link | https://thegreatgallus.itch.io/crisis-bot-ludum-dare-50 |
| Original URL | https://ldjam.com/events/ludum-dare/50/crisis-bot |
Ratings
| Overall | 467th | 3.159⭐ | 24🧑⚖️ |
| Fun | 475th | 2.932⭐ | 24🧑⚖️ |
| Innovation | 296th | 3.318⭐ | 24🧑⚖️ |
| Theme | 175th | 3.886⭐ | 24🧑⚖️ |
| Graphics | 353th | 3.318⭐ | 24🧑⚖️ |
| Audio | 418th | 2.773⭐ | 24🧑⚖️ |
| Humor | 444th | 2.094⭐ | 18🧑⚖️ |
| Mood | 429th | 2.976⭐ | 23🧑⚖️ |
| Given | 26🗳️ | 19🗨️ |
Unfortunately, I found the game to be a bit too slow paced in the beginning, it takes a while to get going. Maybe you could turn up the frequency of repair fractures.
I liked that you included several maps, but I think the game could also do with more variety in the types of stuff to repair. Thought I am not sure I understood the difference between the regular fractures and the bomb...
The graphics are minimalist and very cute.
The game lacks some sound effect, a sound for powering up and some music would be nice.
Nevertheless, great idea, just needs more polish :)
Good work!
Other than it good job!
I really enjoyed this, it required space management and making quick snap decisions like "do I stop for this non-critical issue because it is on the way? or do I go first for the critical one"? the sound ,while spartan, made the atmosphere seem more alien, so it was very fitting.
Great entry, best of luck!
The biggest problem is that once I knew what I was doing, I found that it took a really long time to lose, and until I did, nothing about the game really changed. It got repetitive, just running from point to point, grabbing energy when I could.
Also, the game crashed on me. At least I think it did. It locked up and the F12 console was all red.
One design idea that I came up with for this is to have each thing that you repair give you a little bit of charge, so that you can run up a chain, and delay having to go back for charge if you play well. Maybe give bonus points for the more you get without going back to introduce a risk/reward element. It's your game, though, and I'm sure you have no shortage of ideas. Good job, I really liked it.
The only problem is that the walking from one end of the room to the other quickly becomes boring. I think a lot of this could already be fixed by making the movement feel more juicy, with animations, sound effects and particles. Maybe the sprint button could also be a bit more interesting than just making you faster. I believe little things like those can make the simple act of walking a lot more fun, which would increase the fun of this game a lot as well!
I think the game plays very intuitively and does not need much of a tutorial (except maybe for the controls which I found on the itch page). The bombs that are changing colors are something that you are intuitively drawn towards because it stands out quite a lot on the board. And when they then disappear when you are close to them makes it immediately obvious what you did. The only thing that was not very clear to me was that I could run out of power. But also here the yellow lightning signs on the floor made it pretty clear what I was supposed to do about that.
All-in-all I think this was a solid submission and very well done in only 48 hours! Some game juicy would do magic for this game I think :) Thanks a lot for making this!
The energy boost was a really good idea. I was initially dashing around constantly and didn't realize I couldn't repair without it. Once I realized that, I *only* used the dash to run to rooms that were already in danger of dying.
Though they rarely appeared, the energy instant refill powerups were extremely interesting because that would immediately change your routing and running behavior to maximize the use of it. Those were very fun moments in the game.
I was glad I read about the bomb points ahead of time. I would prioritize that over everything because the points were worth so very much.
I thought this was a pretty neat game, and that the energy concept was enough to give this enough depth for strategic play. I think if there were more immediately consequences to your actions, it could find a broader audience (rather than people who are mostly into optimization tests) as well as fill in the "void" some people are mentioning. Great first LD entry!
I really liked the art and playstyle here. There's a lot you did right, and prior posts have already covered it pretty in-depth, so I won't repeat them. Thanks for a fun game!
I found that the bombs created a good sense of urgency, which was probably my favourite part of the gameplay. I think honing in on that (frantically trying to defuse high impact events) could be really cool. As others have mentioned the maps felt a bit large. The size didn't really detract from initial playthroughs, but when replaying it's nice to jump into things a bit faster. I found I had a lot of fun when only a couple rooms were left and I was constantly forced to make tradeoffs.
as an aside, this is a rare case where i actually think the lack of music added to the experience. the sparse sound effects created a really eerie soundscape.
Maybe you can add some exciting features next, that make the game a bit more challenging. I'm thinking of portals as shortcuts between the rooms, teleportation skill, maybe some obstacles to jump over, a cat that tries to push you over (just throwing out some ideas :D)
Two small things regarding the graphics. I think you should remove the vertical lines of the floor tiles in the corridor. They are a bit distracting, because they look like walls.
Please don't just scale up pixel art. You should try to keep it at the same resolution throughout the game. That's why the game over screen doesn't look so good. Otherwise really good job.
Keep it up! :)
First off, a few bugs I found:
- The Sci-Lab map doesn't seem to display the player's current power level.
- The game kept freezing for me as soon as I got around 2000 points. Not sure what the cause could be.

The game was really charming and well made. It definitely had that "putting out fires" feeling and got really intense as you start losing rooms. The energy mechanic was neat and game the player interesting decisions. Should I go back to recharge now? Is it worth it to use my sprint to get to the malfunction?
For a compo game it's super impressive you made multiple maps! And they have their own colors even! I think it would have been neat if there was a bit more variety in map size, number of charging stations, etc, but even just different layouts like you had made the game a bit different.
It did feel like the big maps and the slow character did feel a bit punishing. The malfunctions start damaging the ship immediately, so there's not really that much you can do to prevent them completely (which plays into the theme, but is a little demoralizing in the moment). I found the best strategy was to find a small room near a charging station and guard it religiously, and let the rest of the ship die (grabbing bombs as they spawn, because they're worth a lot of points). Once it's down to just that room, hop from fracture to fracture as fast as possible until it eventually dies. That said, I haven't been able to push my score too much with this method because the game seems to freeze around 2000 points.
Great work for 48 hours, and congrats on finishing a Ludum Dare! Hopefully the first of many.