You've finally hit the jackpot; a building that the other scavengers haven't picked over yet. Three floors deep with a bot full of loot but the only way out is through. Through the next room with two HUNTERS and an EMP bot. You're short on energy, but they're between you and your exit so you have no choice but to pick your moment carefully and dodge between the malfunctioning relics with your precious cargo intact.

I'm primarily looking for feedback about this concept! It is far from done; think of this as about a game-jam's worth of effort. Lots of scope compromises to keep it simple. What I hope to learn with this prototype is whether the core game loop feels engaging to you. If you're curious about where it could grow, there's a section below outlining a broader vision. But my sense is that if there's no sparks at this stage, a more complex version might not ignite. (Or maybe that's wrong; if you think adding X or Y would make this "sing" -- please share that in the comments, too!)

Instructions

  • Bump into any impassable object in the world to "dig" through it. Different objects react differently to digging, and have different energy costs to dig through them. 
    • The energy cost will float above your bot in blue after you bump something.
  • Pick up blue energy cells to refill 10 energy. Your bot can store up to 12 energy. 
  • Collect as many "chips" (yellow items) as you can, and escape level 5.
  • Avoid enemies. Some are wandering aimlessly, some will seek you out.
  • Spend too long in a level and an EMP Bot will be deployed.
    • You can see where the next bot will be deployed; the light on the dispenser will be animated 

Controls

  • WASD/Arrow Keys -- Move bot.
  • Hold 'F' -- Sacrifice one health to gain five energy.

Vision

  • Buy upgrades between levels using excess chips you've collected.
    • +max energy, +health, +regen, a bomb, a laser, a sentry, a barricade, hacking devices, sensor packages, "faster" digging, etc.
  • More enemy variation.
  • Bigger levels?
  • Environmental hazards.
    • Gas leaks, walls that collapse when you move past them, plants that aggressively "regrow" into spaces you've cleared.
  • More level generation variety and visual specificity; think "biomes" in Noita or Spelunky. 
  • [I'm curious about an extraction-like metagame layer for this, but that's WAYYY out here. You have a selection of levels to choose from, some intel about what to expect, you pack your items in advance, and get them back (plus loot you find) if you can get to the end. If you die, it's lost.]
Updated 5 days ago
Published 7 days ago
StatusPrototype
PlatformsHTML5
AuthorDrew Harry
GenreStrategy
TagsExploration, No AI, Non violent, picotron, Roguelike, Sci-fi

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