August 20th-23rd, 2010
Theme: Enemies as Weapons

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The Robots and I

by PaulSB - Competition Entry

Using your trusty Universal Hacking Device [hold SPACE bar] you must hack the marauding robots to be used as gun emplacements against their own kind. WASD or arrow keys to move.

Downloads and Links


Ratings

#30Theme3.85
#40Coolness15%
#72Innovation3.11
#78Audio2.38
#80Graphics2.93
#113Overall2.59
#120Humor1.69
#128Community2.06
#134Fun2.15

Comments

brandoncash says ...
Aug 22, 2010 @ 8:54pm

It was a little hard to realize what to do at first. It's not exactly clear that you need to keep pressing space to actually hack them enough until they stop. The lack of control of them after they're hacked makes it pretty difficult--you never know what direction they are going to end up facing. Otherwise, it was pretty good!

Pokute says ...
Aug 22, 2010 @ 10:25pm

Would've been a lot more fun with some more polish. Now it seems that challenge is about hoping that random number generator blesses you with luck.

PaulSB says ...
Aug 23, 2010 @ 1:52am

Yep, both very fair. Time defeated me on the polish front I'm afraid!

Zillix says ...
Aug 23, 2010 @ 9:28am

I would have liked to see some diagonal movement, but that's just my preference. I also didn't realize I had to press space multiple times to hack, until I read the above comment. Nice concept and use of the theme!

mwest says ...
Aug 24, 2010 @ 11:39am

Very nice for a first entry - well done! Good idea, theme and graphics - was just a bit too random and pointless to be fun for me.

Your hacking mechanic is very similar to what I used in my game: your implementation was quite nice in the way that it let the player know when the hacking is working and how far an enemy is from being hacked (I failed on those with my implementation).

Covenant says ...
Aug 24, 2010 @ 12:00pm

Good job... same "complaints" as the above, but it's a very nice job, specially for a first-timer! :)

drakfyre says ...
Aug 24, 2010 @ 7:12pm

Pretty solid game. I like that the hacking is really just a portion of the gameplay, there's a lot of AI management and pushing around because once you hack a robot, you can't re-place them. Reminds me of messing around with NPCs from old RPG games.

pdyxs says ...
Aug 26, 2010 @ 12:34am

link seems to be broken

PaulSB says ...
Aug 26, 2010 @ 2:09am

SwfCabin seems to struggle sometimes, maybe too many connections. If you try again it should work, it's definitely still there.

Alan Lynn says ...
Aug 26, 2010 @ 2:37pm

I recommend disabling a robot's movement when it starts being hacked. That way you know what position and direction you're going to end up with.

If you did that, and made levels with a specific goal, you'd have an excellent game.

stqn says ...
Aug 26, 2010 @ 4:59pm

I too thought it was enough when the word "hack" appeared under the robot and didn't understand what to do... I think the graphics are decent, the sound a bit annoying, and the gameplay too random :) (and slow.)

Other than that, the display sometimes blinks as if it was redrawn without double buffering.

someone says ...
Aug 28, 2010 @ 10:26am

I like the strategy of trying to hack robots in critical areas. The game felt a bit slow paced though.

Entar says ...
Sep 1, 2010 @ 5:00pm

I think the main problem is that the robots keep moving while you hack them, which makes things feel clumsy. I'd say make them stop while hacking, but add more robots roaming, to make up for it. Interesting idea, though.

GBGames says ...
Sep 2, 2010 @ 11:32am

The screen flickers, the characters move diagonally in weird ways, and sometimes the game restarts without letting me see how I did.

Otherwise, I like the hacking mechanic. I thought it was odd when it said that I only got 0 robots, but then I realized that they aren't stopped unless they kill each other. Good use of the theme!

pekuja says ...
Sep 5, 2010 @ 1:50am

Cool idea. It seemed kinda silly to sometimes have the robots get hacked facing a wall. Also it seems like there are some bugs with the movement especially when you're hacking.

Doches says ...
Sep 6, 2010 @ 4:55pm

Some slicker movement, plus a little more guidance (I had to read the comments here before I realized why they weren't turning into turrents) would take this a long way, methinks!

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