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A jam submission

Robot Pirate Revenge DemoView game page

Help lil Scooter beat back the robot pirate menace, collect booty and go adventuring!
Submitted by attudesign — 1 day, 3 hours before the deadline
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Robot Pirate Revenge Demo's itch.io page

Results

CriteriaRankScore*Raw Score
Art#74.3334.333
Overall Fun#94.0004.000
Sound/Music#94.0004.000
UI#133.6673.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

This is a great platformer. It manages to incorporate Kirby, Mario, and Mega Man under one umbrella both in gameplay and aesthetics. I would say, however, that it being a mobile game which is dependent on touch controls does hamper the experience somewhat. I've had instances wherein my finger accidentally slid against an onscreen button as I was repositioning how I held my phone, causing me to lose a life. While I don't think this can really be helped due to the format, I think it can alleviated by somewhat more frequent checkpoints or the removal of a lives counter (though it doesn't seem like that is actually in effect in the demo, which was nice). I'd also say the physics on the final arc of the jump feels off in either animation or in how the transition from an upward trajectory to a downward trajectory affects the speed (I think it maybe feels too immediate. It might also be nice to have a unique frames of animation for when the peak of the arc is being reached which can transition smoothly into the fall). There are also a few instances of unavoidable unseen damage, like taking a boost pad upward into an enemy that was off-screen. Also, some enemy hitboxes don't seem to represent their sprite sizes as some of bullets fired would travel through their bandanas without hitting them.

That said, if this game were to be placed on the store as it is now, I'd still think of it as being relatively ready for a full release so long as the mobile market can forgive some frustrations and play a full-on platformer with touch controls. The artwork comes together extremely well and the music (especially the third stage) adds an enjoyable bounciness to style. One improvement there could be adding character animation or other touches to the overworld screen, though that might already be obvious. Ultimately, the biggest concerns would be adding some slight degree more leniency due to the touch controls, tweaking the physics/animations of the jump arc, and reexamining some of hitboxes and level design to prevent what can sometimes feel like unfair damage. Otherwise, great work!

Developer

Thankyou!

RPR has controller support, it just hasn't been tested with many controllers. To try this out connect your bluetooth controller, open RPR, if RPR sees the controller you'll be prompted.

The jump is all code, no physics. It's probably the animation switch. I also think it needs more frames.

The other stuff like the map I've already got on my todo list.

 Thanks for playing matey!

(+1)

The obvious inspirations from Mario are abundant but that isn't a bad thing! This harkens single back to my SNES days playing Mario World for hours at a time.

Love the simple UI for the demo and I appreciate the accurate control hit boxes when going full screen on your phone. Larger AAA games even have problems with that. Love the simplicity of the artwork on the overhead map and in the levels. It would be nice to have some sort of naming convention showing on the UI however to indicate where you are.

The world map and the levels are accompanied by what I think is the strongest design aspect of your game and that is the soundtrack. Distinct and memorable tunes filled my head and got me humming along.

I only made it to the third level because the difficulty skill is high which is not a negative however some of the hit boxes for the enemies did seem a bit too large and I found myself reaching up to the sky yelling no way more than once!

All in all pretty damn solid with our work to support your pirate twist on a classic Mario formula that does what Mario did best and that is give you a sense of familiarity while playing. Well done I hope you keep up the work on it.

Developer

Thankyou!

I've thought about giving the map level buttons a number overlay like 1-1, 1-2, etc, just haven't gotten around to it.  I spent alot of time on the music, the game was 'hollow' without the right background music. I'm glad you like them! RPR runs on a custom 2d collision engine, no physics, just hand typed code. I need to add  in a distance check on enemy collisions, some things have this already. It's in my list of todo's.

and thanks for playing!!