An engine test that features an arcade mode style game mechanic and demonstrates the controls and the look of the game well, even if the gameplay is very dissimilar than what the final game is to be.
Placed 9th in the Game Development competition at the Assembly 2012 computer festival.
Hit "read more" for a short gameplay guide and known issues/bugs in the current version.
UPDATED: 9th August 2012 See "read more" for changes.
HOW TO PLAY:
On the upper right, the current charge of the robots battery is listed. Everything consumes battery power, and it also acts as the robots health points. If you drop below 35%, only basic functions (single jumping, movement) remain active. Double jumping, wall jumping and dashing are available. While dashing, the robot is invulnerable to damage.To recharge, press down in front of an active charging station, or pick up a battery. These spawn randomly around the level.
KNOWN ISSUES:
- Sometimes the menu music doesn't fade out correctly, and will play on top of the game music, causing sever cacophony.
- If advanced graphics are disabled in the settings panel, or the game is launched with the -slow command line parameter, sometimes enemies falling from a great height can get stuck in the level geometry.
- Dashing against a wall incorrectly resets the dashing timer, allowing one to dash indefinitely causing massive battery drain.
- If no internet connection is available, the game may throw an error when attempting to submit highscores.
CHANGELOG
9th August 2012, 0.9.1b
- Fixed issue with overlapping music.
- Fixed issue where scores would sometimes not be updated to the internet.
- Fixed a memory leak in the game over state.
- Fixed issue that caused debug keys to always be active with certain hardware (Ivy Bridge i3/5/7)