Puzzles about programming autonomous bomb-defusal bots
@Wan I really should refine it. I got distracted with other stuff and kinda lost interest u.u That level is actually the last one, and one I believe to be quite devilish (then suddenly somebody told me they got it first try). I had many extra mechanics in mind, but most of them just feel like adding complexity, I'm not sure I can replicate the "eurekas" of these first few levels where there's a twist and something new to learn, or a tiny story, in every one of them.
I'm starting to accumulate small projects that would be cool to make into somethign bigger but I never do. I guess I jsut prefer doing the next jam. Maybe someday :P
Thanks for the praise and for playing! Super glad you like it!
I really dig this game. The mechanics are easily understood but difficult to get right, which is perfect. I love how simple the prioritised order stack is, compared with how complex it can be to operate. It took me a few moments to understand the user interface but I was absorbed straight away. The gameplay and difficulty is very well-tuned, especially the puzzles with the second robot.
I have to say, you made it sound a lot less complete than it is: I'd be happy with the amount of gameplay you have, and focus on polish at this point—after which this game could definitely make a few bucks on Itch or Steam. It could do with a level select and title screen, for example, and some simple SFX or music would add a lot to the feel of the game.
You might also squeeze some extra gameplay out of it by incentivising people to use as few logic cases as possible, say, or by counting how many steps a solution takes. I'd certainly appreciate a pause button too as it gets quite complicated when trying to watch everything that's going on for two robots at a time :D
EDIT: I just saw your comment. Come on, one last push! This game is worth it ;)
@toasty Gosh, you both gonna make me hate myself if I dont finish this. :D
I don't think its "one last push". This is like a demo for somethign that would need to be quite big if I wanna explore it completely. I really like it but I probably should recode some stuff because I dug myself into some holes if I want to add more mechanics (like having two robots running the same code is impossible with how I organised everything, or changing colors, which is the next mechanic I was going to add).
But this is for sure, together with Moonlight, one of my favorite pet projects. I'm sure I'll make somethign out of it :) Alakajam really has done a lot for me! ^_^
A neat "programming" puzzle without having to write code thankfully, I get enough of that already.
The user interface deserves praise. Sleek and minimal; a successful visualisation of an if-else tangle. I would love to call it intuitive too, but for the first few minutes my brain found the floor icon to indicate walls and the cross icon to mean free (as in "if nothing"). Might just be me, that.
Had to actually think about a few of the levels once the second bot entered the fray. After internalizing all the possible commands it was quite easy to solve even the later challenges. I especially liked the very last level where one of the bots has to "push" the other one. Cute
The graphics are simple, blocky and pixelated… Stylish that is! In the beginning the monobot could be colored too. It is awfully drab in comparison to the bright and happy duobots.
Does this have anything to do with AI though? A dummybot following strict rules such as this one doesn't really count in my opinion. Oh well, great work!
@HuvaaKoodia Yeah it's as simple as "AI" as there can be. It's more AI in its theme than in its actual substance, but well, its what I thought of. I just wanted a game where you can feel like you're coding simple AI. Most programming games make you program a sequence of actions, I wnated to try to make you program stateless intelligence, "sensor->actuator" logic more akin to how AI is usually programmed.
The cross and block were the other way around in the beginning, changing the cross for a null sign, so that's definitely not only you, I had a hard time deciding. Also not including a tutorial does not help.
Super glad you liked it! I had other mechanics in mind, but I'm not sure if I exhausted what's interesting, and it would just be adding more complexity. If you have any ideas of what you might want from a BDSM2 be sure to share! I really like this project.
Thanks for playing!
I confirm, the core mechanic is excellent! I'm currently stuck at a level (pictured below) but what I've seen so far is already quite impressive in terms of level variety and complexity. It feels like one really needs to master the mechanic to be able to convert it into good levels, and that's just what you have done here. Adding a 2nd robot was definitely a great route to explore.
The art style itself is also very pleasant, matching well with the deceptive simplicity of the level layouts.
Of course the overall game still lacks comfort features like level selection, sound, or more needed, pause & step-by-step buttons, but it removes little from appreciating that nice AI-building gameplay.
If you find the will to put more love & energy into this, I think it's on the right track to make a nice little 5-buck game on itch & Steam.