Plan ur way to victory
You have to plan 10 seconds. The player with the most living robots in the shiny circle wins.
Rotate Camera: drag left mouse | Move Camera: double click left mouse | Zoom Camera: mouse scrollwheel
Hover over a bot and click on the Path button to start drawing a path for a robot
Rightclick a path node to remove it
Clicking on a path node switches between actions
Walk - robot moves faster | Aim - robot will shoot enemies on sight | Interact - not implemented
Ping Server: wakes the server if sleeping | Download: downloads database | Sample: shows you a random enemy plan from the database
Upload: commits your plan to the server and tests it against all available players
Timeline: let's you scrub through the time, to see the effect of your actions
Very good! A bit concerned that I'm filling up the tactical database with too many submissions, I didn't realise they weren't overwriting my previous entries until I submitted a plan and had to fight against multiple of my own earlier submissions.
I love asynchronous multiplayer and this is extremely good gameplay for a jam entry. Some better visuals and (any) audio would be nice, but I guess we can't have everything in a jam.
Can only agree with voxel here, this is an amazing (and playable) prototype for an asynchronous multiplayer game, especially for the scope of a gamejam. Of course I'd also like to see satisfying visuals and sounds to add to it (I'm not sure it even needs music, it's something I imagine playing while listening to my own), but none of that is that relevant compared to how much of the game already exists after this jam.
Like, you have done the groundwork up to a point where there's not only a working prototype, but animated UI elements, a dashboard and level transitions. It's easy to overlook that compared to a game that doesn't have all that but appears more finished overall.
I can imagine this being a ton of fun and what I like most is that it feels endless. Even with only a few levels to go through, you can replay each of them forever. There might always be a better path to take. The more fine-grained control it allows, the greater the possibilities are. Exact timing adjustments? Precision path adjustment? More tools to work with? This just explodes in variety.
I also like that you're also fighting against your past paths. What I would change about it would be the shooting controls - the fan would be nice for an extremely close-up shotgun, but I'd prefer straight sniping lines for more difficult to hit, but devastating attacks. Not that one excludes the other. I'm basically just wishing for more features here I guess. :)
This game is very unusual. It took me some time to figure it out, but once I did, it was interesting to see how my strategies fared against those of others.
One way to improve this game is to have a better indication of attacks; at first, I could not figure out what the red X meant. Also, even minimal sound effects would go a long way (e.g., you could play a sound whenever someone is attacked). It would also be good to have something like a stealth mode, where a robot moves more slowly, but cannot be attacked. These are just some ideas in case you choose to develop the game further. Overall, I think it has a lot of potential. Nice work.
Really interesting game, even if it took me a while to realize how it actually worked. I had a lot of fun testing my strategies against other people (even if I usually lost lol). My only issues are minor nitpicks like a proper tutorial might have been nice and sometimes the UI felt a bit off, but overall an awesome game.