Stickoshet Robot

Ricochet Robot, but with sticky tiles that stop the robot's slide and small, randomly generated levels.

The game is played on a 4x4 board viewed from above. Tiles on the board may contain walls, goals, goop, or extra checkpoints. The player uses the arrow keys to slide their robot, with the aim of collecting any extra checkpoints and then arriving at the goal. Once the player arrives at the goal, a new challenge is randomly generated. The game is perpetual, with the player's score determined by how many checkpoints they collect.

Gameplay

Start: At the start of the game, the player is placed in a random square and a level is generated around them. Level generation proceeds by creating an empty board and then placing several random wall tiles and several random goop tiles. Once the wall and goop tiles are placed, the game determines a reachable space to place a checkpoint and goal. If it turns out that the only reachable spaces for the checkpoint and goal overlap the player's position, the generation process is started over.

(NOTE: a more sophisticated generation process might involve performing random walks with the player and making frequency counts of visited tiles, then selecting a reachable-but-low-frequency target.)

Movement: When the arrow keys are pressed the player slides in the indicated direction until either the next tile is a wall (or off the board) or the current [non-starting] tile is goop. The player does not stop on goals or checkpoints.

The player should have a key to reset the level or give up (regenerate the level), because it is possible that they will reach an unwinnable state.

Goop: Goop tiles stop the player in the middle of a slide without being a wall. A player stopped on a goop tile may decide to move in any direction. (NOTE: it might be interesting to see how the game plays if goop tiles are removed as they are used.)

Finish: Once the player lands on the goal, the round is finished and the board is re-generated as described above.

Drawing: The board is drawn with a skewed orthogonal projection so that the walls appear to stick up slightly and the Y axis shears slightly left. Components should be smoothly shaded and use pastel colors. Score should be indicated by drawing checkpoint stars to the left of the board.

Assets

Basic meshes are provided in this stickochet.blend, pictured above.