It's possible the procedural generation at the heart of Not The Robots also spat out the idea behind its gameplay. It is a "Roguelike Stealth Furniture-Eating Simulator," which has that sharp, ozone whiff of fractal game design, though there's also enough heart and wit and charm to suggest human intervention occurred somewhere along the line to turn it into something clever. However it came to be, this pared-down stealth puzzle game just about manages to justify its existence.
It’s cleverest idea is that in order to win, you have to first make a level harder for yourself. You are a furniture-gobbling robot with almost no offensive capabilities. You instead rely on stealth, a few level-altering power-ups, and a free-rotating camera to fulfil your furniture-sucking destiny. Each level is an office populated with randomly placed monitors, desks, sofas, filing cabinets -- truly the loot in the dungeon of modern life -- that you collect as food. The twist is they also act as most of your cover, keeping the roaming and rotating security systems from finding you. For every small victory you're exposing yourself to danger, allowing laser beams to lance out just a little bit further, and opening paths for the skittery sentry bots to follow.

http://feeds.ign.com/~r/ign/all/~3/Z-qG9bw-cPU/not-the-robots-review
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