I like the concept of trying to get close to the robots to beat them using positioning. Sadly I kinda suck and keep losing to them when they throw their friends point blank at me. They can pick up their allies from a tile away which I realized a little too late. Overall nice entry and congrats of the submission!
Play game
The Robot Attack's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Accessibility | #16 | 3.188 | 3.188 |
| Audio | #58 | 3.125 | 3.125 |
| Controls | #77 | 2.750 | 2.750 |
| Overall | #82 | 2.679 | 2.679 |
| Theme | #84 | 2.500 | 2.500 |
| Originality | #85 | 2.812 | 2.812 |
| Fun | #107 | 1.938 | 1.938 |
| Graphics | #107 | 2.438 | 2.438 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
Godot 4.5.1.stable
Wildcards Used
Something reacts when the player moves
Game Description
2d grid based turn based game about fending off a robot attack
How does your game tie into the theme?
The robot enemies can take other robot's parts to throw at the player. Also the goal is to destroy the robots to take their parts to make a vehicle that will help them escape the town (this is just a story ending, not implemented gameplay).
Source(s)
https://codeberg.org/WizzOwl/the-robot-attack
Discord Username(s)
featheredowl
Participation Level (GWJ Only)
1
Comments
Thank you for playing and for the feedback!
Initially, I wanted the ranged robots to be able to pick up the parts while overlapping with them. But the collision between a robot and an object is triggered when the two are next to each other. I kept it like that mainly to solve the situation where the player or a robot is on the object, the ranged robot can still pick it up without ending up on the same square as a character (player or robot).
Nice turn base game, I like how you implemented AI behavior, settings menu and intro.
As others suggest I would love to have faster enemy turns to speed up game pace.
Congratulations on your fist submission! Waiting for more!
Super to include an options menu like this one. The ground tiles looked reallynice
Really cool sounds and I love the menu and tutorial, I think the game would have much better pacing if the robots took their turn in parallel but aside from that I really liked the idea!
Nice submission and great job implementing the main menu system with the controls updates. I like the turn based puzzle concept, but the robots should take their turns faster so the player doesn't have to wait as long. Also, I wish there was a way to know how many robots were on a square at once (or limit it so robots can't stack). I got smacked at the end not realizing there were more robots in front of me than I had hearts.
I appreciate the attempt at the turn based gameplay, but the turns are taking forever. Maybe if there was at least some animation to look at meanwhile. Otherwise you can just skip the delay and let the player take turns until something actually happens.
Cool music, btw.
Very interesting idea here! I like the puzzle aspect of the game and that it allows you to think and take your time with it. Took me a second to realize I can only move when the sand timer is gone. I wish I could press a button to make the enemy turns go faster. Really like that there was variation in enemies. Wanted more variation on my player abilities too. Maybe upgrades from using robot parts?
Had a decent time overall. Grats on the submission and good luck!
The first thing that stood out was definitely how long the turns took. The enemy turn needs to be much quicker, especially at the end when there are fewer.
My first play I lost with, I think, 4 left. The second time I beat all the enemies I could, though did not get any kind of game over screen. I did notice what looked like it could be the leg of an enemy at the top left of the screen, as if one had spawned outside of the play area and could not move or be reached. This was on a second play after losing, so it may be tied to that.
The base gameplay works pretty well, other than the slowness of course. I like that you have 2 enemy types with one being melee and the other ranged. I had not acknowledged that at first, though did see some looked a bit different. It was only on the second play that it clicked what the difference meant, and I was able to use that to do better, though still lost 2 hearts.
Overall, a decent puzzle game for a jam.
Thank you for the feedback!
Yes, the turns should be quicker. About not getting an ending, I looked at it and identified the issue, I will fix that.
I initially wanted to make a tutorial that clearly present the enemies with what they do, so I will definitely improve that part on a future update.
For the enemy spawning at the top left of the screen, I am not sure what that could be because I don’t have logic for spawning enemies but I do for when a thrown object hit something and drop on the ground. I will look at this though and see if something could spawn where it should not.
As a puzzle game enjoyer, I liked the setup you have here and would be interested in seeing what further mechanics you would like to implement. The overall gameplay reminds me of into the breach or hoplite (a small and likely unheard of old mobile game with tile+turn based puzzle gameplay).
I'll be sure to revisit to see the improved version! You have are really inspiring to accept the feedback here and still want to do more with the project! Maybe I'll re-release mine with the features I left out for time
Thank you for playing!
I had an idea about the player driving away from the chaos in town, after repurposing the robots’ parts to make some kind of vehicle. I might implement this, need to think about what could be different from the first part.
And I just put Into the Breach on my list of games to play, was on an extended one but now it’s higher.
Very interesting concept that made me want to defeat all the robots! I agree with some of the other comments here that some quality-of-life improvements, like making the robots move faster in their turn (or all at the same time maybe), might have helped in making the game feel more fluid or easier to understand. But we only had 9 days to do this so you can only get so much polish in that time ^_^
Great submission, and thanks for sharing the source code as well!
Thank you for the feedback! Yes, I agree about the turns being slow. During development, I did not really notice the robots moved slowly but that was probably due to the fact I wanted to see if they move the way I intended them to. But then, when playing, the player does not want to sit around and wait for everything to process. I learned my lesson for next time.
I am planning to take all the feedback and publish and improved version sometime after the rating period is over.
That’s the good part of getting others to play your game, you get different perspectives. Our game also has polishing to be made, partially due to lack of time, but also because it’s harder to see certain things as you’re working on them.
Nice! I’ll look forward to replaying it once you get around to updating it in the future :)
I think it would be nice if you can make it more obvious when it's the player's turn like making the hourglass more noticeable or adding an audio cue
but it's still a nice game, the music fits perfectly
Interesting puzzle-like turn based game. I think it has great potential, but it is not there yet for me.
More than anything I felt like I am just delaying inevitable death. The fact that both me and the enemies moves by one square every turn means you are either one space short for hitting the robot or you will get hit first and then you can destroy him. I feel like simple "pass your movement" action could solve some of this.
I like the robots that shoot other dead robots. It adds some of the much needed complexity. It would be great (and what might be another solution to the issue I have described above) if the projectil could also hurt another robots. It could create some strategy level in positioning enemies in between you and the projectile.
Waiting for enemy movement felt little too long.
Art is simple but functional. Menu UI feels fresh. Music fits the game well.
Even that I describe some of my issues with the gameplay - you did a good job!
Thank you for your much appreciate feedback! At some point I thought about making the player move by 2 squares while the projectiles move by 3. Then I proceeded to forgot about this idea… Regarding the time it takes for the enemies to move, I was thinking the player would have time to see the enemies move but yes, maybe the turns should go faster. And I really like your suggestion about making the projectiles hurt the robots.
The game was pretty difficult for me. I found myself realizing that blue eyed bots don't attack. The head like bots can move two or so squares when thrown. Also Enemies move REALLY SLOW on their turn. It is hard to actually 'hit' the other bots because they need to come to YOUR square without you moving first. Otherwise the bot's turn they will just hit you if you're next to them.
You did great with the legibility of your text and menus. I was struggling with that when using another font. Glad to see you were able to implement a proper pause menu and settings. You did a great job with graphics!
Thank you for playing and commenting! The blue eyed is a ranged one, it will throw a projectile at you (the thing moving 2 squares per turn). About enemies moving slow, I thought it would give the player time to see everything move but it should probably go faster. Also, I understand hitting the player is hard if you need to start your turn next to a robot, I will think about how to improve this.



Leave a comment
Log in with itch.io to leave a comment.