Great game! Lacking info on the guns and what ammo they use though, so I got kinda stuck in that regard after not knowing what the big circular device does, but otherwise enjoyed the game, especially messing around with shooting out my behind after I accidentally put a gun facing backwards instead of forwards and found it funny.
Though it doesn't quite work, I can appreciate your attempt at one of those procedural walking animations. Those are hard to do.
Thank you for trying the game out and sharing one of your builds! The feedback on information is extremely helpful as well. The enemy robots never anticipate the backwards gun.
Pretty cool idea for the mechanics! I would really like to play the full version of a game like this. Hope you continue with your project!
A few minor gripes: there's an option to rotate wires by 45 degrees, but wires don't seem to transfer anything diagonally. Also, enemies at the start have waaay to much health, I think.
As to volume controls: the problem is it's probably controlled from the interface in a linear scale, but the audio manager needs to convert it to exponential scale in decibels. Hope this info helps.
Edit: Oh, I'm so dumb, wires don't rotate diagonally, it's just me visualizing things wrong. Sorry for that. Also I wish there was some kind of visual indication of the reload (or bullet production) process, as right now I just have to spam fire to know whether I can shoot or not.
WARNING: It is advised to turn down the volume (from Settings menu) before scene change (such as playing the game from the Main Menu, exiting back to Main Menu, etc.) due to a common FMOD audio stutter problem with WebGL Unity build. You may turn your volume back up once the new scene or level has loaded.
We are aware of this issue but could not find a complete solution to patch it in time. Apologies, but we hope you still have fun playing our game! Thank you!
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Great game! Lacking info on the guns and what ammo they use though, so I got kinda stuck in that regard after not knowing what the big circular device does, but otherwise enjoyed the game, especially messing around with shooting out my behind after I accidentally put a gun facing backwards instead of forwards and found it funny.
Though it doesn't quite work, I can appreciate your attempt at one of those procedural walking animations. Those are hard to do.
Thank you for trying the game out and sharing one of your builds! The feedback on information is extremely helpful as well. The enemy robots never anticipate the backwards gun.
Pretty cool idea for the mechanics! I would really like to play the full version of a game like this. Hope you continue with your project!
A few minor gripes: there's an option to rotate wires by 45 degrees, but wires don't seem to transfer anything diagonally. Also, enemies at the start have waaay to much health, I think.
As to volume controls: the problem is it's probably controlled from the interface in a linear scale, but the audio manager needs to convert it to exponential scale in decibels. Hope this info helps.
Edit: Oh, I'm so dumb, wires don't rotate diagonally, it's just me visualizing things wrong. Sorry for that.
Also I wish there was some kind of visual indication of the reload (or bullet production) process, as right now I just have to spam fire to know whether I can shoot or not.
WARNING: It is advised to turn down the volume (from Settings menu) before scene change (such as playing the game from the Main Menu, exiting back to Main Menu, etc.) due to a common FMOD audio stutter problem with WebGL Unity build. You may turn your volume back up once the new scene or level has loaded.
We are aware of this issue but could not find a complete solution to patch it in time. Apologies, but we hope you still have fun playing our game! Thank you!
-- Brendan Sting, Bot Shot Dev