Dreaming Bot by Genpaku
Dreaming Bot is a story about a bot that have a dream to have new paint job.
He need to work hard to earn enough coins to be able to buy one for himself.
Every 10 seconds shop will open or close so you have to be fast to not stick without energy.
Embed HTML5 here doesn't work.
Controls:
Keyboard: WSAD/ARROWS SPACE
Joystick: LEFT THUMBSTICK Y
| Link | https://genpaku.itch.io/dreaming-bot |
| Link | https://genpaku.itch.io/dreaming-bot |
| Original URL | https://ldjam.com/events/ludum-dare/51/dreaming-bot |
Ratings
| Overall | 392th | 3.05⭐ | 22🧑⚖️ |
| Fun | 420th | 2.75⭐ | 22🧑⚖️ |
| Innovation | 359th | 2.974⭐ | 21🧑⚖️ |
| Theme | 460th | 2.7⭐ | 22🧑⚖️ |
| Graphics | 341th | 3.1⭐ | 22🧑⚖️ |
| Audio | 335th | 2.737⭐ | 21🧑⚖️ |
| Humor | 246th | 2.553⭐ | 21🧑⚖️ |
| Mood | 349th | 2.868⭐ | 21🧑⚖️ |
| Given | 12🗳️ | 5🗨️ |
(nevermind i got it)
I'm working on few other projects daily a little bigger ones than this one but it'll take some time.
Idea was to add some other things in shop like upgrades that will give you new machines to test your object with or new objects but I was out of time to do that before compo ends :/
@a-d-chaos Yea resoults are random and they have different value. Nope there's no difference i forgot to change prices it supposed to be that buying small one is unprofitable. But yea lack of time and tiredness did their job well xD
Btw. I have discord server and there are few people who are making games you are all welcome here :)
I'm working on few scripts for unity now that'll be for public use on my discord. :) https://discord.gg/yrkSJGRqKw
Well done.
Yea I know that it almost doesn't have any gameplay. I'll try harder next time.
[testing the navigator version]
0. I know this is a detail, but cute splash screen and smily hooded boy :)
1. some English mistakes (nothing preventing me from understanding, just telling for potential later improvement ;))
2. controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard), BUT arrow keys are enabled
3. the robot is cute! The blocky building/walls is less aesthetic, but is functional
4. what to do precisely in the environment is not that obvious at first sight; I took the object and sold it, which is apparently exactly what needs to be done. I understand you may not have had time for more guidance. And it may be just me X) Actually, the names on the various units make it clear what they are, I was just wondering at first where to go and how things worked (even wondering if there were other thing to the South); I guess this is already quite clear! But maybe just a sentence or arrow or highlighting outline pinpointing the object and the selling point would be nice for the very first sell
5. I like the robot’s ‘analysing light’ :) His sounds and animations are rather cute too, although some sounds for the dispenser and the selling point would have been a nice addition. Also, the music may get a bit repetitive, but it soft (and sweetly toyish :)), so, this is fine :)
6. haha, the "paint job" is squarely an OBJECT to earn! XD The straightforwardness is funny
7. just tested out the three types of batteries: all seem to replenish the energy bar! What is the difference? Oh wait, no, testing again, they do not replenish as much energy, my bad!
8. the way to play the game seems rather straightforward: ram those objects to sell them (shuttling back and forth in a straight line, as you can take the object from the side!), sometimes get some energy, and go buy the dream job at 50
9. I realize the red walls are transparent! Are they some sort of laser/virtual walls?
10. the 4-battery seems like a good energy-cost compromise
11. positioning the robot correctly to take things can be a little cumbersome (I almost blundered once for the 4-battery, missing it several times in a row and exiting at 0 seconds left displayed! XD)
12. noticed now that the robot’s head even lowers or rises depending on holding an object or not; some love really went into giving life to the robot :)
13. I think the game becomes repetitive fast; some variation or other mechanic would keep interest. The 10-second mechanic has potential, but here, the interaction with the player is not that intense (you just have to be careful, and otherwise, I guess you keep waiting for 10 seconds — as a side note, the first version of my game as a semi-similar problem with the 10-second wait XD)
14. also, the 50 target is a bit high given the repetitiveness (as a coincidence, I tested *Der Schließmuskel* right before, and it also had this problem of setting a rather high bar of 50)
15. the interface is clear and nice, especially the colour-changing energy bar (which I realize has the shape of a battery; I am sometimes slow on the uptake XD) and colour-changing countdown
(1/2)
16. almost lost towards the end by getting too confident with my routine!! :O
17. just moving a bit made a nice light reflection shine from the held object into the camera; nice
18. made it! Oh, the robot switches appearance, nice! Too bad this is not useful; suggestion: allow some intermediate upgrades for the robot at some prices!
19. checking to the South: oh, there WAS something!! :o fire test + water test; does nothing, nevertheless? Ah, seeing the comments, should, so, maybe not in final form! Putting an object: OH, dissolved object is now worth 6 coins!! :O XD I should have followed my first intuition and explored the South at the beginning, I lost time out of it; blundered big time! And fire is worth 10!! So, this means the game is way less repetitive and long than I thought; but it looks like there is a simple so-called ‘dominant strategy’ that makes winning even more straightforward: only sell ‘baked’ products, sometimes recharge
**Takeaway:** I like the cute robot and his poetic dreamy backstory, and several little details in animations (robot, water, fire); it just feels like something is missing to make gameplay complete and more challenging. In particular, having various types of batteries revealed not so useful here. Also, while the theme-related mechanic could get interesting, it would surely need something more, such as having an interest in staying in the other side (I think a good general game design principle is to mix both advantages and drawbacks to several situations, so that the player must figure out how to deal with a non-obvious challenge in the environment). UI was also helpful and clear (I especially liked the dynamic colours, and transparency for names), and sounds and music were sweet.
A cute prototypy robotic challenge that has potential that could become fuller; thank you for it. :)
The transparent walls yea. There was an idea but lack of time :D I thought that at the end camera will zoom out and show you that you're working inside of computer but didn't have time to do that so I just use lasers to block your robot in space :) I was thinking about letting you color your robot as a reward and few more things. Music is a little short loop couse I din't play keyboard well enough to figure out longer melody xD
@aplite @selkieharbour I was trying to make it more forgiving but I didn't want to snap player if he's close. Didn't realy know what to do about that.:/
@cantthinkofaname how? :O It was to hard for me to do that good job :)
Thank you guys for comments
I've succeeded in what I was trying to make this robot likeable so you'll care for him :)
I can figure something out if you join my discord :) https://discord.gg/yrkSJGRqKw