Robo Settlers: a management and puzzle solving mobile game

Hello there, Robo Settlers team here. We have been creating our game on defold since September and it has been a roller coaster! Robo Settlers is a management game where you, the boss man, guide an army of robotic buddies to success. Build a tower, make it profitable and explore all the planets you can find all while variuos problems come up in your tower and you have to solve them by completing puzzles!

Platforms: iOS, Android, html5
Status: in production

Team:

  • 2 programmers
  • gamedesigner
  • 2 artists
  • animator.
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I’ve seen screenshots of your game in various press materials etc and it looks really great! I’m really looking forward to playing it! Do you have a public beta version available yet?

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Love the look and style of the game!

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Agree with the comments above! When can we play it? :slight_smile:

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As we are still in progress so no public beta version yet. So this week our devs were working on fixing the game for different resolutions. That turned out to be quit a quest :open_mouth: At the same time we are trying to make a trailer for the game. Hopefully it will we finished by next week. There are still lots to be done. Things like progress saving, more puzzles, more backgrounds, more different robots, animations, balance and etc. I’ll try to keep you posted with our progress as much as I can!

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Heyo, weekly update! Our programmers finished working with the adjusting resolutions, save is working aswell. With these tasks finished, we start our work on programming different types of floors, to have variety. Also we are brainstorming ideas on ingame shop and its features :smile: Our designer has finished drawing the “super” robots. Also we have our teaser video finished

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Its Friday, yet we are working like theres no tomorow :smiley: fixing bugs concerning the game after the reset, and working with ads implementation in the game. Also we started our blog in tumblr to share our story http://robosettlers.tumblr.com/
Also our artist has finished drawing our “super robots”, sneak peak soon! :smiley:

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Heyo, weekly update! This week we have been focusing on setting our priorities for the soft launch. Redesigning the gui, adding new floors, working on in game ads and local notifications.
Adding more screenshots

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We have also created a forum thread in toucharcade
http://forums.toucharcade.com/showthread.php?t=297987
feel free to dicuss it there as well and thank you all for your support :slight_smile:

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Puzzle minigame

Puzzles will occur every time the player meets one of the following :

  1. Catastrophe event in a certain floor
  2. Upgrading a floor
  3. A set amount of puzzles completed is required to upgrade a rocket.

Puzzle is a simple match 2 minigame where a player has to switch the correct pieces and match them to their exactly matching piece. Matching is based on a square grid, as soon as at least one marginals of the square touches another with a same figure inside of it, it will instantly match and bow figures will be destroyed, pushing forward the progress bar.

The bar will be filled as soon as all figures in a grid are matched. In case of a mistake player has an option to reset the whole puzzle or undo the last action. Undo can only be used once every action.
The puzzle can be encountered when the player is trying to upgrade a certain floor, or tries to solve a catastrophe. Depending on which case gave the player a puzzle its rewards will differ. If a player tried upgrading a floor, the reward will be a certain amount of EXP in the floors experience bar. In the case of a catastrophe every robot on that floor will get a set amount of experience.

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Sounds fun, but the images in the latest post aren’t loading for me.

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whoopsie… Is it working now?

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Yes, working now! And it looks great! Can’t wait to play a version of the game!

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Room Specifications

Player must build rooms of his tower to progress. There are 5 types of rooms in the game, and all all types has tiers which increase the requirements but provide better results.

Storage room:

**

Storage Room is like a housing facility for robots. It can store up to 8
robots. In the storage room menu the robots are listed with their names,
levels and experience bars. The price of a new robot increase exponentially.
While multiple storage rooms can be built, the price ratio
will remain the same. Can be upgraded to store more. Caps at 8 robots.

Robo Capsule Workshop:

This is a tier 2 storage type floor. At level one housing 8 robots. This
room can only store robots, player cannot recruit robots in this floor.
It does not require any robots working in it to be active. By tapping on
this floor, player can see robots living in this room. Can be upgraded.
Maximum capacity is 14 robots.

Production Room:

Production Room is a standard floor type which can contain up to
three robots. It generates money over time depending on its level
and the level of the robots working it. It is the lowest tier of money
generating facilities. Any robot can work this room. This room is
upgradable. Upgrades result in increased rate of money generating.

Scientific Lab:

Science Lab is a tier two money generating facility. It can be
worked by up to three robots at a single time. This room’s base
money generation is higher, resulting in faster growth with upgrades.
Only robots with a level of three or higher can operate in this room.
This room is upgradable. Upgrades result in increased rate of money
generating.

App Developer Studio:

App Developer studio is Tier 3 generator facility. Can be worked by up
to three workers at a time. It has a much higher money generating speed
than its predecessors, but it can only be worked by robots who are level
10 or higher. If a player builds multiple developer studios, all of the studios
time to generate money decreases. It can be upgraded to increase generated
Money.

Robot School:

Robot school is a progress type floor which can be used by up to three
robots at a single time. It’s purpose is to increase the experience
amount of robots in this facility by a set amount of experience per
second. Once one of the robots using this room gains a level,
the player is notified by an exclamation mark on the right side of
the tower. There is no limits to the levels gained in this facility.
This room is upgradeable, and will result in increased rate of
experience per second.

AI Development Facility:

This is a tier 3 progress type room. It can be worked by up to
three robots at a single time. Depending on the level of working
robots, it will increase the starting experience of all new built robots
in the same tower. Upgradable to increasing the flat
amount of experience gained.

AI architect

This is a supportive floor. It uses 1 robot. This floor decreases the price
and building time of new floors in the whole tower.
The amount decreased depends on the robot
who is stationed here. This floor is not upgradable. It is not affected by
any investment or supper bot effects.

AI Workload Management:

Motivator is a support type floor which adds bonus efficiency to a certain
amount of floors above and below it. The bonuses don’t stack. More
efficient rooms will provide better results according to their task(production
rooms will provide more money, progress rooms will grant larger amounts
of experience per tick). It reaches 1 floor above and below it. Reach increases,
up to 3 floors above and below, with upgrades

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Beautiful! I love it!

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Heyo! Weekly update once again. So where should we start. Last week had been very hard work wise yet we still have finished implementing new floors. We have our local notifications and google analytics in order. Now this week we are working on replacing our old gui with a new one (yes even more beautiful than the last one!). Some background animations, balance need to be implemented and some minor bugs are to be fixed as well. The whole team is really excited cause we are not so far away from our expected end result, and we are trying to meet our own dictated deadlines, as well as some general ones (ofc we want to apply for gdc!). Sorry for no screenshots this time, but heres a “cat gentleman” :smiley:

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Nice to hear that things are progressing according to plan! Let us know if there is anything we can do to help you deliver on time!

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Heyo, weekly update! Hm so I mentioned in the last weeks post, that it was hard, well compared to that this week was like trying to play dark souls with with 0 clothes or weapons on, and any taken damage results in a hard reset :smiley: we added most of the new gui, polished our floor mechanics, fixed some puzzles, added quests and implemented some balance. We still have loads of work, when testing we realised that we have too little puzzles, so we need to create more, still have some quite major bugs, that need to be fixed and ofc, we need to test some more!
Adding some new gui art that is implemented

oh and we added a splash screen

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It looks gorgeous, looking forward to playing it :slight_smile:

Heyo, update inc. We had a small break on christmas, and on new years eve, but apart from that, work work work! Our artist has finished with what was left for new gui, and developers almost finished implementing it. There are only a few more rooms left to do. Finished new puzzle screens, and added an UNDO option so when you fail puzzle you can go a step back instead of resseting it(aye this option is crucial for our game success :D). We created 100 more puzzle levels, they just need some testing before it can go live. Few weeks left, we’re getting somewhere! :smiley:

Adding some new screenshots of our gui.

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