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Circuitry - Mini Demo

Circuitry is a 2D platformer/ turn-based RPG where the player assumes the role of a young child who appears to be in a world run by robots. The player must figure out whats going on while also saving (or destroying) robots that are infected with a strange computer virus. Circuitry is very much inspired by recent games like Undertale, Lisa: the painful RPG and even classics like Punch-Out!!


!!!IMPORTANT NOTICE!!!
The demo is quite rough in places like missing audio, janky/missing animations, odd movement, unfinished songs, etc, etc. We created this demo so people can play test our unique battle system as we've got to a point where we need feedback from fresh eyes.

***Demo is also WINDOWS ONLY.

Here are the controls:

KEYBOARD

move: arrow keys

interact: Space bar

Inventory: Z

Jump: X

Skip Text/back: C

toggle fullscreen ingame: F4

GamePad

move: analogue sticks/dpad

interact: A button

Inventory: Select

Jump: Y button

Skip Text/back: B button


We'd love to hear what you think of this demo once you've finished it. Was it fun? Could you see it working as a much larger game? Any comments/criticisms are welcome.


We hope you enjoy it!

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  • Production
  • Koomplr
  • Game Maker Studio
  • RPG
  • 07/25/2016 03:39 PM
  • 06/18/2024 09:16 AM
  • 07/22/2016
  • 6974
  • 7
  • 45

Posts

Pages: 1
I can't judge whether this is a good game or not, but this is a pretty lousy demo. Remember how fast Undertale gets you into the actual gameplay? There's no frontloaded wall of text; Flowey makes a few remarks—skipable, plot-forwarding remarks—and then you're thrown into the first battle sequence.

Speaking of which, the two battles played almost identically to each other. TarZ mixes it up with a fourth attack type, but otherwise, it's fire, dodge, fire, dodge, repeat with two different graphics sets. And I guess the scan feature is an alternative win condition taking the place of the vast, handcrafted variety of noncombat interactions found in Undertale, but I didn't get to see the point in the demo. I consider any combat system in which the player does not make meaningful decisions most turns a fail, and neither holding down the spacebar while tracking an enemy or matching arrow keys to slew of attacks requires a meaningful decision.

The graphics are lovely, but the mechanics and narrative fail to be anything that Undertale hasn't already done better. (And switching monsters to robots doesn't make the plot original in itself.) You miss a great opportunity for in medias res mystery and wonder by having Cudzy dump so much info on the player.

I wish I could find something to genuinely praise in this demo besides the graphics, but I can't. The original graphics are great, but other than them, the demo lacks an original spark to set it apart from Undertale. Which is too bad, because the demo shows that a lot of time and effort has gone into it.
Hey Michael,

Thank you so much for your comments/thoughts about the demo, we really do appreciate it.
I won't lie the demo was kinda thrown together, mainly because we had just got our battle system working and were at that point where we needed other peoples opinions on it. We probably should have made a demo with just the battle system to test, but I think we wanted to make a little self-contained 'experience' out of it. That, and also have a go at testing out other things like cutscenes, dialogue trees, battle transitions, etc.

You're definitely right though, it could be so much better, and based on feedback we've gotten, we've come up with a ton of ideas on how to make battles more unique, meaningful and entertaining.

I do hope the 'demo' hasn't turned you off any future content/demos we create for Circuitry. We want to create something people will hopefully enjoy and have fun playing, so we greatly appreciate feedback that helps us get one step closer to achieving it.
Pages: 1