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Robo Dance takes a wonderfully weird concept — rhythm meets turn-based tactics — and executes it with confidence. The visuals are sharp, the audio complements the gameplay nicely, and the balance of strategic depth and puzzle difficulty is spot-on.

The only friction point comes from a mismatch between planning and preview. You can map out up to 4 moves in advance, but the game only previews the immediate next move of enemies and the environment. That disconnect led to several frustrating moments where I assumed a move would start from one position, only to find out it didn't.

Eventually, I just stopped planning more than 1 or 2 moves ahead, which undermines the tactical depth the game otherwise does so well.

If the preview system could be extended to match the planning range, this would be a nearly flawless little gem.

The best descriptions of that, thank you! Very like that - “rhythm meets turn-based tactics” :)

Yea, the good preview system will be so-o-o valuable. Sad I didn’t catch it earlier. Thanks!

Have the same problems when I’m playing just 1-2 turns