Brilliant game :D. Just completed it and it makes you feel freaking proud once youve figured it out xD. Also @ the bgm you could turn it off with the 0 key.
Some “obvious” but not mentioned controls are, 0 for mute, arrows to move. I told someone on IRC to check the game out and they was a bit slow at figuring out you could move with the arrow keys.
But yeah, unless there was a menu somewhere which said how to play, it was pretty rewarding figuring it out yourself.
Neat in a lot of ways but I just could not get the controls to feel natural. I kept dying because I would hit space instead of jump or vice versa. I’m going to try again later with a gamepad.
I wonder what this game would play like with motion mapped to a/d/space, beam control done with the mouse and “switch robot” mapped to click…
Anyway, I tried again with gamepad (light-rotate mapped to L/R, switch-robot mapped to “triangle” and jump mapped to “X”) and the game was much more enjoyable, actually seemed way faster-paced also. (Maybe I am just picky about control schemes…)
I think my fourth robot somehow got a NaN laser direction, because his laser started pointing to the top-left of the screen, not rotating and not hitting anything.
In what may be one of the most moving unintended computer game experiences of my life, the other three robots struggled through great adversity to help their defective sibling to his mother. It’s not easy. I didn’t even think it would be possible. Even though he couldn’t use his laser to help out he did what he could by remembering his order amongst his siblings so that they never got confused about who should move next. I was almost in tears when they finally came limping in to their mother’s hosue.
Wednesday, December 22, 2010 at 11:44 am|Permalink
Oh, weird. I should fix that!
I’m not sure what the reason for it might be. Can you remember anything about what you did in the lead-up to it?
Do you think it possible that it was functioning in any way, with just the beam/light radius graphic being misdrawn?
Was the beam actually going right up to the top-left of the screen, or pointing in that direction?
Thanks for playing :)
Wednesday, December 22, 2010 at 12:04 pm|Permalink
Weeble wrote:
Tears of emotion, I should clarify. Not frustration. Although I suppose frustration is an emotion. A beautiful little game, although I suspect my serendipitous experience may be atypical. I am very grateful for the addition of UP as a jump key – I think that at least halved my rate of stupid accidental deaths.
I would be interested to know if anyone else manages to finish it without using the fourth robot. (Obviously you need to walk him to checkpoints, but don’t use his laser.)
Wednesday, December 22, 2010 at 12:19 pm|Permalink
I had the non-responsive top left-pointing bug happen to me, but that also happened as part of a way I found to create infinite robots, which I am sure is not intentional.
If you move your robots back and forth between the third check point and one of the previous checkpoints, it continues to give you more robots. I imagine the same thing may happen with other checkpoints that give robots, as well, but I haven’t tested it.
Very nice.
On the first play something was wrong; At some point I got a third robot on the third checkpoint and the fourth checkpoint wouldn’t turn on. Reloading the page a couple of times solved it.
I love the music. Is it yours?
Aww! That was a surprisingly heartwarming ending. Thank you for this joyful christmastime tale of familial love, loyalty, and coroboperation.
I had the same problem getting used to the controls that MCC did. Using up for jump would probably fix it. Other than that I thought the game’s mechanics were easily discoverable and the puzzles were fun to figure out.
I did not get tired of the music, and I thought it was an interesting choice — it gave me a feeling of “gradually exploring these majestic caverns,” where a game like this could easily have had more of a tinkly “let’s solve another twee goddamn puzzle” feel. The use of distance also contributed to this — you probably could make an isomorphic game that all fit on one screen by using smaller light radii and more complex obstacles, but I really liked the sense of size, distance, and reaching waaaaay across the cavern to just barely connect your lifeline to your sib-bot.
This was an entertaining game! Finished it, the length and pacing is perfect.
The controls were awkward until I got a grasp on them, but even then I made mistakes because of the layout. I used Up to jump and sometimes hitted C and jumped by mistake.
For some reason I was expecting the end-puzzle to be needing a leap of faith into the darkness.
Like a break in the mechanics/”mom will always be there for you”. :D
It might sound stupid, but I expected it, hehe.
About the music, I really liked it and wasn’t annoying to me.
Yeah, everyone already said what needs to be said. But I used the C key to jump all the time. Is that alright?
I love this game. I’d like a sequel, please! I love the music too, never got tired of it. And the ending was so cute :D
Stephen, I just wanted to say, while the music you make for your games is virtually always good, I love the Mother Robot song. I’ve listened to it frequently while not playing the game since first hearing it. For me, it is a transcendent experience. Thanks.
don’t know if i’m just some kind of idiot but i had trouble setting off the checkpoints every time. ultimately the fourth one just wouldn’t seem to go and i gave up in frustration after about 10 minutes of aimlessly jumping about trying to make something happen. i enjoyed up to that point though.
I second ADAM’s experience: 2 robots at the um… third underground checkpoint? Right in front of the ice cube. Can’t get the checkpoint to light up — am I missing some technique to this? I’ve tried aiming one/both lasers at it, robots close, robots far away, etc. etc. to no avail.
Moving all the robots all up to it should activate it. By third underground checkpoint you mean third underground checkpoint, or third checkpoint after you fall down the hole? (in which case you’d have more than 2 robots, and you’d have to get the rest to the checkpoint as well).
Very queer. I’ll have a look at the source myself later to see if I can see anything obviously amiss.
I’ve played through the game many tens of times by now, and have never encountered that behaviour. That you say that it was consistently awkward (at the prior checkpoints) strikes me as a bit strange.
What operating system/browser are you using? Do you know what version of the flash player you’re using? (right click on the applet -> go to about).
I also encountered the “checkpoint not activating” bug.
I did actually get past it though, without refreshing or anything – now I have no idea is this a part of the fix, but I had them grouped on the checkpoint, and then kept hitting space until the block exploded.
Oh, and I’m using Windows 7 32-bit, Firefox 3.6.13, and Flash player version 10.1.102.64.
28 Comments
That BGM got old fast or I just took forever to finish the game.
Brilliant game :D. Just completed it and it makes you feel freaking proud once youve figured it out xD. Also @ the bgm you could turn it off with the 0 key.
Some “obvious” but not mentioned controls are, 0 for mute, arrows to move. I told someone on IRC to check the game out and they was a bit slow at figuring out you could move with the arrow keys.
But yeah, unless there was a menu somewhere which said how to play, it was pretty rewarding figuring it out yourself.
Neat in a lot of ways but I just could not get the controls to feel natural. I kept dying because I would hit space instead of jump or vice versa. I’m going to try again later with a gamepad.
I wonder what this game would play like with motion mapped to a/d/space, beam control done with the mouse and “switch robot” mapped to click…
Great game, just change up the controls a bit, I kept confusing the jump and switch button just like MCC. I’d rather have the “up” button be jump.
>I wonder what this game would play like with motion mapped to a/d/space, beam control done with the mouse and “switch robot” mapped to click…
bad. There are some variations of that that’re more bearable, though, but I didn’t include any in the final build.
>I’d rather have the “up” button be jump.
This I can do :]
Heh.
Anyway, I tried again with gamepad (light-rotate mapped to L/R, switch-robot mapped to “triangle” and jump mapped to “X”) and the game was much more enjoyable, actually seemed way faster-paced also. (Maybe I am just picky about control schemes…)
fun little game. Very satisfying puzzle mechanic
I think my fourth robot somehow got a NaN laser direction, because his laser started pointing to the top-left of the screen, not rotating and not hitting anything.
In what may be one of the most moving unintended computer game experiences of my life, the other three robots struggled through great adversity to help their defective sibling to his mother. It’s not easy. I didn’t even think it would be possible. Even though he couldn’t use his laser to help out he did what he could by remembering his order amongst his siblings so that they never got confused about who should move next. I was almost in tears when they finally came limping in to their mother’s hosue.
Oh, weird. I should fix that!
I’m not sure what the reason for it might be. Can you remember anything about what you did in the lead-up to it?
Do you think it possible that it was functioning in any way, with just the beam/light radius graphic being misdrawn?
Was the beam actually going right up to the top-left of the screen, or pointing in that direction?
Thanks for playing :)
Tears of emotion, I should clarify. Not frustration. Although I suppose frustration is an emotion. A beautiful little game, although I suspect my serendipitous experience may be atypical. I am very grateful for the addition of UP as a jump key – I think that at least halved my rate of stupid accidental deaths.
I would be interested to know if anyone else manages to finish it without using the fourth robot. (Obviously you need to walk him to checkpoints, but don’t use his laser.)
Okay, I’m pretty sure I nuked that bug. Thanks :)
I had the non-responsive top left-pointing bug happen to me, but that also happened as part of a way I found to create infinite robots, which I am sure is not intentional.
If you move your robots back and forth between the third check point and one of the previous checkpoints, it continues to give you more robots. I imagine the same thing may happen with other checkpoints that give robots, as well, but I haven’t tested it.
Oops. I’ll fix that and look at fixing the thing I thought I had fixed again. Thanks for letting me know :)
edit: fix uploaded.
Very nice.
On the first play something was wrong; At some point I got a third robot on the third checkpoint and the fourth checkpoint wouldn’t turn on. Reloading the page a couple of times solved it.
I love the music. Is it yours?
>At some point I got a third robot on the third checkpoint and the fourth checkpoint wouldn’t turn on.
I don’t fully follow. You wouldn’t expect the fourth checkpoint to turn on unless you had all robots there, would you?
(it *shouldn’t* be possible to get a third robot on the third checkpoint as of this afternoon…)
> Is it yours?
Yes, cheers.
Aww! That was a surprisingly heartwarming ending. Thank you for this joyful christmastime tale of familial love, loyalty, and coroboperation.
I had the same problem getting used to the controls that MCC did. Using up for jump would probably fix it. Other than that I thought the game’s mechanics were easily discoverable and the puzzles were fun to figure out.
I did not get tired of the music, and I thought it was an interesting choice — it gave me a feeling of “gradually exploring these majestic caverns,” where a game like this could easily have had more of a tinkly “let’s solve another twee goddamn puzzle” feel. The use of distance also contributed to this — you probably could make an isomorphic game that all fit on one screen by using smaller light radii and more complex obstacles, but I really liked the sense of size, distance, and reaching waaaaay across the cavern to just barely connect your lifeline to your sib-bot.
This was an entertaining game! Finished it, the length and pacing is perfect.
The controls were awkward until I got a grasp on them, but even then I made mistakes because of the layout. I used Up to jump and sometimes hitted C and jumped by mistake.
For some reason I was expecting the end-puzzle to be needing a leap of faith into the darkness.
Like a break in the mechanics/”mom will always be there for you”. :D
It might sound stupid, but I expected it, hehe.
About the music, I really liked it and wasn’t annoying to me.
Nice one!
Yeah, everyone already said what needs to be said. But I used the C key to jump all the time. Is that alright?
I love this game. I’d like a sequel, please! I love the music too, never got tired of it. And the ending was so cute :D
Stephen, I just wanted to say, while the music you make for your games is virtually always good, I love the Mother Robot song. I’ve listened to it frequently while not playing the game since first hearing it. For me, it is a transcendent experience. Thanks.
don’t know if i’m just some kind of idiot but i had trouble setting off the checkpoints every time. ultimately the fourth one just wouldn’t seem to go and i gave up in frustration after about 10 minutes of aimlessly jumping about trying to make something happen. i enjoyed up to that point though.
That’s pretty weird. How were you trying to set them off? Were you getting everyone right up to the checkpoint, or going to the light radius, or?
I second ADAM’s experience: 2 robots at the um… third underground checkpoint? Right in front of the ice cube. Can’t get the checkpoint to light up — am I missing some technique to this? I’ve tried aiming one/both lasers at it, robots close, robots far away, etc. etc. to no avail.
Moving all the robots all up to it should activate it. By third underground checkpoint you mean third underground checkpoint, or third checkpoint after you fall down the hole? (in which case you’d have more than 2 robots, and you’d have to get the rest to the checkpoint as well).
Very queer. I’ll have a look at the source myself later to see if I can see anything obviously amiss.
I had four robots, all at the checkpoint, and it wouldn’t activate.
I’ve played through the game many tens of times by now, and have never encountered that behaviour. That you say that it was consistently awkward (at the prior checkpoints) strikes me as a bit strange.
What operating system/browser are you using? Do you know what version of the flash player you’re using? (right click on the applet -> go to about).
I appreciate your help with this.
I also encountered the “checkpoint not activating” bug.
I did actually get past it though, without refreshing or anything – now I have no idea is this a part of the fix, but I had them grouped on the checkpoint, and then kept hitting space until the block exploded.
Oh, and I’m using Windows 7 32-bit, Firefox 3.6.13, and Flash player version 10.1.102.64.
Nice game regardless.
Ah, if pressing space seemed to get around it it that perhaps narrows down the range of what the problems might be. Thanks for letting me know :)
That’s pretty creative. Reminds me of the Krill in Gears of War.
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