ROLLiE and the Desert Drive by civmaniac

ROLLiE and the Desert Drive is a tactical battle game about robots in the wasteland, fighting for access to the last good pieces of hardware.
Your limited hard drive space will force you to make hard decisions about which programs to keep, making each loadout and playthrough unique. The enemies you encounter will test your strategic thinking as you deploy chosen programs to counteract theirs and smack 'em.
Can you survive, finish your quest and get the coveted prize?
The Missing Manual
- 🖰 LMB: Select/pickup/drop a program on a drive 🖴.
- ⌨ SPACE | 🖰 RMB: Rotate program.

How to Play
🛈 Available in game.
Between battles
- 🖰 Left-click to move programs between 🖴 drives. ⌨ SPACE (🖰 RMB) to rotate them.
- Only programs on your hard drive will be available in battle.
- You have many programs and limited space. Chose carefully. With less than 10 programs on the hard drive, you'll also get random basic programs loaded into your RAM.
- Drag a program to the Shredder to get rid of it FOREVER. No refunds!
In battle
- 🖰 Left-click programs to put them from your RAM to an action bar (cache). They will be executed this round.
- Press Play to start the round.
- You will get a new selection of programs each round. If you don't like it, use the Refresh button to get a new selection.
- Defeat your enemy!
Console
- Console will provide you with information about each program when you mouse over it. It will also display feedback in battle.
Tools
- Godot 4.1.1
- Affinity Designer
- Audacity
Credits
Everything made from scratch for the jam by the two of us, except for the music track and some of the sound sources (which are from GDC - Game Audio Bundles).
Music: “Oortsche Wolke (ID 80) ” by Lobo Loco under Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) license. Check out Lobo Loco here.
Post-Jam Changes
- Included an in-game tutorial.
- Improved program descriptions and tooltips.
- Added missing feedback to some programs.
- Added floating text feedback.
- Added "Fast Combat" switch.
- Added Breach & ZIP programs (cut content).
- Rebalanced some enemies and loot.
- Polished animations.
- Squashed bugs.
- Prettier main menu.
- Fixed .exe icon.
| POSTJAM | https://limboofwonders.itch.io/rollie-and-the-desert-drive |
| Original URL | https://ldjam.com/events/ludum-dare/54/rollie-and-the-desert-drive |
Ratings
| Overall | 55th | 4.213⭐ | 63🧑⚖️ |
| Fun | 78th | 4.107⭐ | 63🧑⚖️ |
| Innovation | 106th | 4.025⭐ | 63🧑⚖️ |
| Theme | 124th | 4.311⭐ | 63🧑⚖️ |
| Graphics | 233th | 4.156⭐ | 63🧑⚖️ |
| Humor | 89th | 4⭐ | 62🧑⚖️ |
| Mood | 185th | 3.992⭐ | 63🧑⚖️ |
| Given | 82🗳️ | 144🗨️ |
What is the last screen you see? You need to press "Space" on the instruction screen to proceed. Or maybe you just missed the "Onwards" button in the right corner on the first screen after instructions and simply didn't click it? Would it be possible for you to try on a different browser?

Might be some Mac-specific Godot issue indeed. We don't own a Mac, so it's quite hard to hunt those down (or even realize they exists, until someone mentions them).
Some things I noticed:
Some rounds that had many "actions" would not fit all of those actions inside of the console after the round. Could maybe add a scroll bar for the player.
Damage over time and the enhancers seem to be very powerful, especially since DoTs can't be blocked by shields.
It's not very clear how much damage each character is gonna take from bitrot every round.
I also had a hard time knowing which of my programs were shredded by "shatter".
I did three runs (trying different strategies each, it's that addictive...) and noticed that the inventory doesn't seem to reset between new games.
Overall it's a very fun game. I Really like the puzzle element with the programs, I think it represents the theme very well and it adds to the decision-making aspect of the game. The art style and graphics are also very well done, congratulations.
https://youtu.be/S8fSUBOTGkY
Just amazing, I like everything about it.. Would like it to be more clear when the actions takes place.
Top ratings from me. :thumbsup: :thumbsup:
I had a really good time playing it !
The only minor grip I have with it is when you have a program you want to put somewhere where there is already another program, you can't click to replace the one currently in place with the one you have selected. Instead, you have to put it somewhere else, remove the old one then put it into place.
That's a really solid jam entry ! congrats !
Ran into a weird issue on my second attempt, the backup drive was empty but I couldn't put anything there, after a while all the programs from my first run suddenly appeared there. Seems to happen on the main hdd too when starting a new game.
I love that enhance stacks, very satisfying to 1 shot enemies.
An encounter counter would have been useful, as would something to show the active bit rot / per turn damage.
Thank you all for playing and taking the time to leave us feedback! And thank you for so many positive impressions! We are always happy to hear what others think about our creations, good or bad. All ideas are valuable, and you all rock :smile:
@redoxeide DoTs are indeed powerful. But they can be blocked by encryption. We didn't really make it clear enough in our description, as we say that encryption blocks hacks, but nowhere do we explain that yellow and most blue programs ARE hacks. Our bad - the overscoping and lack of time is too blame, as usual :grin: We also totally dropped the ball on visualizing the DoTs you/enemy have on you somewhere in UI. That's one of the things we are adding in our post-jam. Along with better descriptions, of course. We're glad you had fun with the different strategies!
@baubau Yep, Enhance - Enhance - Enhance - B-0-FLOW is my favorite one as well :fire: None shall stand before me :wink:
@furano Great to hear! The exchanging idea is interesting and could work with some programs. Although there are not that many that have the same shape and could exchange seamlessly. However, such exchanging might diminish the feel of the almighty Limited Space :wink:
@someone Yeah, there is a bug that sneaks in sometimes where programs sort of disappear from view. I really have no idea how they do that or why would they want to hide :shrug: They are there, just invisible. Clicking on any taken space on the drive reveals them back. And we indeed should have visualized the per turn damage. Our underslept brains didn't seem to come up with that brilliant idea at the time :wink: Very glad you enjoyed the game!
@mooptychunk Yep, we also can barely believe we did all this in jam time. We must have gone insane :stuck_out_tongue_winking_eye: Still tired, by the way.
@geronimo Very nice to hear that you enjoyed the game! 3xEnchance and Beam is the killer. But so is 3xEnchance and B'O'flow :grin: Some enemies are better at defending themselves than others, but there are indeed things that just level everything to the ground. With more time, the balance can be reconsidered and maybe some solutions can be implemented. However, it's also true that it's cool to FEEL THE POWER from time to time :zap: and probably not a good idea to just impose an arbitrary limit on the player. Would feel bad.
Nice game, fun to play, intelligent, beautiful art and plenty of humor, thank you for this entry! :heart:
Buuut in case your team decides to continue this, it would be great to see even more different modules, maybe a small shop with a couple a modules (and a storage upgrade?), maybe a way to go back to a checkpoint or run away from an enemy (I spent waaay to much time on an enemy that kept healing and shielding himself without ever attacking me, luckily had a scramble module to stop him from shielding.)
Anyway, thank you for the submission and hopefully see you next jam!
the only problem I have is with the colors ... obviously green and blue add buffs, but green can also add shield points (which are marked with a blue shield) and blue can hack if the opponent does not have encrypt points which are marked with a green wall...
then the colors don't matter anyway, but the text does. then a bit of confusion in it
byut hey... great entry
We were a little confused in the beginning, but slowly we got to get it, and managed to win the game after an hour of playing. :smile:
Cool music, nice graphics and fun gameplay. Well done!
Everything works well together, congratulations on an excellent game!
Props for showing controls in the corner, that really helped. The text is big and comfortable to read, I appreciate that as well.
I played through a few opponents and have to say you created an interesting battle system! It is complicated enough, but not TOO complicated, it is fun to use, you have to think, respond to your opponent's actions - and you also made use of the limited space theme! The enemy ability to just destroy one of my abilities on my panel made me sad :")
+ Overall: honest thoughts - I would love to see this battle system as a part of RPG/adventure game. Just going through battle to battle got me tired pretty quick (of course as a Jam entry your game is fantastic!! you made something great in a limited time) and I resorted to filling my line with SMACKS AFTER SMACKS. That's when I thought: I love the mechanic, but I don't want several battles like this in a row. If (in theory!) we could walk around exploring the map and getting some kind of story, and sometimes ran into enemies and had to fight them, for me personally it would be a banger! Ofc other people might have different opinions (just looking at the previous comment before me, they obviously got in a groove and didn't mind endless fighting), just wanted to share my point of view ^^ Thanks for the game! I had fun trying out your fighting mechanic :)
The battle system it's cool and probably with more time deeping in it you can make a really good battle system, with it and a good story you can make a good game!
Well done! Take a candy! :candy:
The variety of the abilities was really nice and scaled well with the trade off between piece size and strength being well balanced. I would have liked to see some kind of status effect on each character though as it was hard to keep track of who had bit rot on them and when damage was going to be reflected etc.
The graphics were really cute and all fit together really nicely, the game all felt well polished and loved the background grid movement and idle animations of the characters keeping everything lively. One thing I would say on the pieces would be that their animations may have been a little too lively. The amount that they grew when placing a piece was too much and a bit distracting, especially when moving many things around. I did like the growth when hovering although, again, this was maybe a little too much but that's just my preference!
The gradual introduction of new pieces was nice although, about halfway through, I didn't feel the need to adjust my loadout at all since there wasn't much new. I was doing fine with what had so lost that planning aspect of the gameplay a bit but I guess it depends how different players approach the loadout. I did appreciate having the extra area to save pieces I didn't necessarily need, and the appearance of the friendly loot robot was an really great touch!
Overall, really great, engaging and addictive game! Incredibly well polished, well done!
Great job!
I just couldn’t tear myself away from playing.
The art style is also amazing. Great job:)
**Thank you, everyone, for playing and leaving us your feedback! This is my absolute favorite part of Ludum Dare - reading impressions of others, sharing ideas and learning from one another** :smile:
@jvdwijk In a possible longer campaign, we were considering a shop, as well as a storage upgrade. The possibility of running away from enemies never occurred to us, but it's definitely an interesting idea worth thinking about! Thank you.
@clayton-bonura Yeah, we dropped a ball a bit on player feedback in the jam version (usual culprit - lack of time and insufficient testing). Improved on that point in the post-jam :smile:
@mnemosynevl I'm not sure exactly what you mean by "mirroring block". Can you elaborate? :smile:
@kanity Our initial, waaaaaaaaay overscoped :wink:, idea actually included a world map to travel, branching paths you could choose to take, story encounters and so on. As you might imagine, all got cut for time and only the small text before and after the fight was left. I totally agree with you - having a story and some other encounters than battle one would be great. Some day, maybe, if we decide to work more on this concept :smile:
@hagamosvideojuegos 'Nom, nom, nom' *crunching sounds*. Thank you for the candy!
@teto Thank you for such thoughtful post! We ran out of time for a lot of useful player feedback in the jam time. We fixed that in post-jam :smile_cat: - there is a bitrot counter and much more besides. The growing reluctance of some players to mess with a neatly stacked inventory is something we noticed. So, you are not alone :grin: If we decide to turn this concept into something bigger, the inventory system will definitely need to be reworked.
@kirsybuu You are right about that clarification. It's actually simple - Rollie always cheats and goes first in the event of a tie :wink:. We should have included that info somewhere.
@kuggenhoffen In the post-jam version, we actually made the combat slower by default and included a switch to make it faster at will. There is also better feedback there, so (among other feedback improvements) you can see which program will be scrambled before you even press "play". Congrats on beating the game on your first try! Definitely not an easy thing to do!

https://youtu.be/WNxtdUAkewQ
Sorry if it comes of as a bit too harsh - real time evaluating a game's much tougher than I thought lol :D
If not made clear by the video's length or what I say: I LOVEDD it! My fav this time, for sure!