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A jam submission

RoboTemplarView game page

Mega Man + ClassicVania, but bullet hell = ShmupVania!
Submitted by Vesuvius-Dev — 19 hours, 2 minutes before the deadline
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RoboTemplar's itch.io page

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Comments

(1 edit) (+1)

The little suit-up transformation sequence was cute, hope you animate it properly sometime (or get someone to do it for you.) 

I'm not sure I like the weapon subsystem as it is: I accidentally picked up a subweapon I didn't want halfway through the plant level and was stuck with it until the end. I would make it so you can cycle through the subweapons, with the ammo you pick up going to the active subweapon. 

The vertical drift as you move horizontally is a bit annoying, made me hit a projectile or two. It's not a necessarily bad addition but I don't like it very much.

The crushers are a little buggy, sometimes I get crushed when I should have lived and survive when I should've died. I also got pushed into a wall by a crusher at one point.

I don't really get the setting of the game yet, why does RoboTemplar need to kill some blobby plant dudes again?  Feels a little underwhelming, I was expecting aliens, monsters, or other robots who were threatening Earth or something.

Challenge rooms were cool, I took an embarrassing amount of time to complete the first crusher one.

Still eager to see how the game shapes up. Anyway, here's some quick art.


Developer(+1)

Thank you so much for playing again, and jesus what a fan art!

The little suit-up transformation sequence was cute, hope you animate it properly sometime (or get someone to do it for you.) 

I would love a sailor moon sequence for the transformation, my problems are mostly budget 


I'm not sure I like the weapon subsystem as it is: I accidentally picked up a subweapon I didn't want halfway through the plant level  and was stuck with it until the end. 

yep, that was a trap

I would make it so you can cycle through the subweapons, with the ammo you pick up going to the active subweapon. 

You probably wont like this answer, but my design is for a castlevania sub system and not mega man. My idea is for some levels to be harder/easier if you have the right weapon for the job. I think it's a more fun/challenging design in the long run, ofc it's up to me to make good levels


The vertical drift as you move horizontally is a bit annoying, made me hit a projectile or two. It's not a necessarily bad addition but I don't like it very much.

Sadly almost nobody likes it, but don't worry I have a no-grav powerup for that.


The crushers are a little buggy, sometimes I get crushed when I should have lived and survive when I should've died. I also got pushed into a wall by a crusher at one point.

If you remember the level/section (even a shitty ms paint of the bad crusher setup) i'll go bug huntin 


I don't really get the setting of the game yet, why does RoboTemplar need to kill some blobby plant dudes again?  Feels a little underwhelming, I was expecting aliens, monsters, or other robots who were threatening Earth or something.

At one point i'll add the story/dialogue system ofc, In short: robo is a rookie sent on a alien planet, and his protector license is 0, so that's why he is sen't to deal with a slime problem. So the story progression is him climbing ranks and dealing with bigger problems.

 

Challenge rooms were cool, I took an embarrassing amount of time to complete the first crusher one.
Still eager to see how the game shapes up. Anyway, here's some quick art.

 Thanks again!

Submitted(+1)

the first boss has a bit too much health for being a tutorial boss.

>castlevania starts playing 

Developer(+1)

Thank you for playing dude, i'm glad you recognized the song

i'll tunedown that boss even more for next time.