Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Alright, got a nice solid baseline of play, I feel ready to comment.

1. It is hella fun.  You have the spirit captured perfectly.  The flow of player and enemies feels well.

2. I'm using a controller and it works perfectly (dual analog).  However we MUST have input swapping for keyboard play.  I can't have move being the cursor keys and left-side keys be fire.  I had to play cross armed and I wasn't playing well because of it.

3. The enforcers have issues for sure.  I'm still putting my finger on why.  I THINK (without further analysis) that they need a delay with firing on player death respawn.  Once you have 4 of them on the screen?  And you die?  The game is pretty much over - as they will pin you with shots instantly upon spawn.  A lag in their fire (say a 3 second moratorium) just might fix that.  They are supposed to be genuine pain in the asses - and you have them working well otherwise, I think.

4. Nothing I've seen yet.  It is damn solid for early beta.

Other notes:

  • The game is harder without sounds.  We really need at least stand-in sounds because part of Robotron has always been about keeping track of enemies (like enforcers) by sound cues.
  • I swear there is something wrong with the collision detection on the stationary nodes.  It could be me trying to get to grips with the lower res, but "cutting it close" is part of the game's skillset - but I can't seem to "cut it close"; I end up dead.  I need to do further testing and watch  my own video playback to confirm the feelings on it.
  • Thought on Brains: in the arcade game there is one Mike and lots of mommies ... important strat on this level is to protect Mike as the brains are distracted and won't convert mommies so fast as long as he is alive.  Could we have an "odd" lemming that maybe works in a similar way?  Just seems like a big piece is missing from the level.

Oh, and I feel the "damage" on the hulks (the pixels displayed as you shoot them) are either too plentiful or don't disappear fast enough.  The clutter interferes with seeing enforcer shots ... That may be intended though -- I don't want to do direct comparisons with the arcade and not allow for artistic interpretation! :D