Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Automated OddsView game page

Submitted by Roobobster โ€” 21 hours, 55 minutes before the deadline
Add to collection

Play game

Automated Odds's itch.io page

Game's Take on the Theme
Spin, The main player controller is a tank which has to spin it's turret around to target the boss. And there are lots of references to other spin related themes such as gambling slot machine and also boss moves that incorporate spins

Did your team make the majority of the art and music during the jam?
Yes, all of it.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Hey There!  :)

I wanted to take a closer look at every game, but unfortunately, time is running out - there's only O N E hour left. So I'll mainly be rating based on graphics and concept, based on what I see on the profile page - and what I see looks awesome! Hopefully, these "few" stars will help in some way, and it gives me a good feeling to be able to rate every game!  

Wishing you all the best! ;)

Submitted

The slot machine is a nice touch to the spin theme, also the visuals, specialy the robot are awesome, I like the game mechanic, at the beginning it feels a bit difficult but then it becomes easy, I rate graphics, fun and control on top but all is cool, also, if you have some time, please, rate my game, thanks!!!

Submitted

Great concept of having to set up you gun ammo supply, and bullet hell with tank movement is really different from the classic omni movement style bullet hells.  Timed explosion was kind of weird, i feel like i had to shoot the enemy off the screen then I couldn't tell if it was working.  I think I messed up my build in the beginning and wasted my large bullets XD.  I think I found a bug?  I set up my supply after i started the battle and died, then I could still make shooting sounds but I don't think my tank existed anymore.  

Submitted (3 edits)

So hard to learn, but so good when you do, very rewarding investment in engaging with the mechanics.

Bosses are really interesting in their attack patterns, but the one who I loved in appearance and attacks was Lucky Six, really great design all around. 

Can see it making millions in steam and getting a sequel in 3D that fans of the original either hail as the second coming of christ or a loss of soul

Submitted

Fun gameplay for the game and actually pretty fun! My only pet peve was that there was no restart menu when you died and it was hard to see the health bar a bit with the colour scheme.

Developer

Thanks for playing! yeah I agree with the healthbar, was the first time working on pixel art (I usually only like to code) so i didnt want to throw away the time i took making it xD, and it really was a bit messy with all the colours i used with the map itself. In the end I think a more simple healthbar would have just been better. And would hava liked to put some end screen for dying but didnt get around to it.

Submitted

i liked the idea of the pipe based minigame

Developer

Thanks for playing!

Submitted

the automation was pretty neat, but the nodes could use some rebalancing (100 bullets to fire the laser is...a tall order, in my opinion)

Developer(+1)

Thanks for playing! yeah the laser cannon machine does take a lot of bullets, the idea was you needed to get lucky with getting a specific ammo machine that generated a lot of bullets per second (20 per second) but they didnt do any damage and you would need to just add effects to the bullets. But unless you managed to find that ammo type then you would just end up getting stuck with that cannon with no way of really supplying it with enough ammo.

Submitted

oooh, so that's what the nodes that generate a lot of harmless bullets are for! was wondering why those node were there, but it was obvious in hindsight

Submitted

I loved the idea of this game. Second game I try here that reminds me a lot of the board game Galaxy Trucker. I couldn't figure out how to connect some of the parts. Like the ones that are supposed to augment the projectiles. I tried before the shooter, separately...nothing. I think it needs better in-game explanation or something in the tutorial. Great game though, I think you can definitely take this further! Well done, keep it up!

Would love it if you can test and review my submission, thanks!

Developer(+1)

Thanks for playing! Yeah the connecting part was not very clear visually, you had to left click  on a machine and hold then drag in the direction you wanted to connect machines. So the placement of the machines didnt matter too much, but you had to connect the machines so that the bullets would go in and out of the machines based on how you connect them. Definitely need to work on the useablity for connecting machines, its too hard to tell whats connected to what.

Reviewed your game also.

Submitted

Yeah, I figured the connecting part, maybe just the order wasn't clear, or at least there wasn't a visual indicator that it worked. 
Thanks!

Submitted

I really liked the idea, reminded me a lot to building your own wand on Noita but Im not sure its because Im too dumb but I coudn't get my weapon to functioning, I think a step by step tutorial would be better or some examples on how to do it on the tutorial itself, at least for people like me who struggle to connect 2 neurons and have them working :P

Developer(+1)

Thanks for playing! Yeah would have liked to get some sort of tutorial made, tried making a small description "tutorial" when you press the tutorial button but even then my friends playtesting got a little confused. So definitely something that could do with improving. Idea was you have a thre types of machines, one that generates a bullet type, then another that applies effects to your bullets and then finally when you want to shoot the bullet you connect it to the cannon type machines and they are colour coded but never explained. And then you left click to shoot once the cannon is filled with the required amount of bulllets.

Overall there are quite a few steps and arent really explained all that much apart from a tutorial button on the automation UI which is easy to miss, so definitely something i'd like to work on.

Submitted

Interesting take on the theme! It looks so complicated to build an automation game within the frametime of a game jam! congrats on the submission :)

Developer

Thanks for playing, and yeah think i went through a couple iterations of the automation bit, didnt realise it would be complicated

Submitted

I really liked the concept of picking accessories and then crafting your weapon in your way. The automatic part of the game is also really cool.

Developer

Thanks for playing and glad you enjoyed the automation bit, i overestimated the time it would take to add automation

Automation is very creative

Developer(+1)

Thanks for playing!

Submitted

I like the automation part. That mechanic is often complicated in games, but I think you handle it well. 

Not sure if it's just me, but I mess up going forward/backward all the time.

Developer

Thanks for playing!

Totally agree with the movement, i had a few iteratations of the movement but couldnt get it right, always felt confusing when going backwards and forwards, maybe because the movement is just based on the middle of the sprite it feels weird. If anyone knows of any ideas or examples that have similiar movement that work really well, would love to know about them so I can hopefully figure it out for next time.

Submitted

The automation part of this game is super cool and interesting. I feely like a lot of your dev time was spent on that vs the boss fights. I as someone who loves automation games it had me hooked! I think the bosses could be a bit more dynamic and the actual fighting gameplay could use a bit more juice but this has the bones of something that could be an addictive game if you had more time!

Developer

Thanks for playing!

Yeah you're quite quite right about the automation bit taking a lot of the time. Got a little carried away with the scope of the game and left the boss fight part towards the end so didnt have too much time to flesh it out as much as I planned to, if I had some more time would have liked to make boss moves that fit the tank movement better, kinda like a race track movement where you have to dodge by following a path, since the micro movements with the current controls is a little annoying even after playtesting for  hours.

Submitted

Very impressed with the automation part of the game! It kept me playing as i kept discovering new combinations!

Developer

Thanks for playing! I spent a little too much of the time on the automation bit so glad you liked it