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RedRobot

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A member registered Jul 03, 2017 · View creator page →

Creator of

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Hey, this is my game: https://redrobot.itch.io/risky-b15-kt. I hope you like it.

This is impressive for your first game made in 7 days. The guy that makes you float upwards made me think of the Wario Land series, where getting hit by enemies can also be beneficial. Maybe getting hit by an anomaly that changes gravity on you could work similarly by letting you get to otherwise unreachable places. If you want to continue working on this game, that could be a direction for you to consider.

I also noticed that your parallax background is kind of inverted. The foreground should actually appear to be moving more relative to the camera, and the further away a plane is supposed to be, the more stationary it should appear to the PoV.

Keep it up!

I loved the art style. The game itself is quite fun. I'd love to have some effect to show me where the glitch cookie teleported me, maybe accompanied by a fraction of a second of time stop so it's possible to react.

I liked the music and the game overall was really fun. I might have pushed my luck a lot, because it was quite challenging.

https://redrobot.itch.io/risky-b15-kt is my entry.

Your game is a fun challenge.

Looks like we're in the same boat. Here is my game: https://redrobot.itch.io/risky-b15-kt

Really fun! There is a lot of strategy involved, and the presentation is also great.

Hi, this is my game: https://redrobot.itch.io/risky-b15-kt

I'm curious how you incorporated the theme in a puzzle game, so I'll check it out.

I love it when games explore other fail states than HP hitting zero. This is a great example for that.

The effects of the dungeon falling apart as time runs out is a nice touch.

Well done!

Ah, I see. I knew that the amount of cargo had an impact. I must have overread what speed had to do with it.

Hi, I rated your game and left a comment. I really liked it.

Here is mine: https://redrobot.itch.io/risky-b15-kt

The visuals are amazing and the soundtrack which is also great reminded me of Machinarium. It also appears to be dynamic, which is impressive. Overall, the game already seems really polished for only 7 days of development.

One thing I would criticize is the lack of an actual incentive to take risks. At the moment, there isn't really a reason to go faster or to take on more cargo except for intrinsic motivation to make the game harder for yourself. Maybe you could have cargo expire, so the player has to strategically choose when to best accelerate the ship.

All in all, a great jam entry! I enjoyed playing it.

I really like the style and visual effects. It seems like you put a lot of work into the art assets. I just don't really get the gameplay. I thought that entering into focus mode must be the riskier option because you're rewarded more for it, but it's always safer because it takes seemingly ages for the enemy to draw. I think it has potential, though, if you make it more difficult and maybe add some more gameplay elements that up the tension.

Thank you!

Cool concept! I'd add some obstacles in between destinations to make travel more interesting.

This is mine: https://redrobot.itch.io/risky-b15-kt.

It's a space combat game about executing risky maneuvers. I'd love to get more feedback on it. I'll check yours out too.

Made with Godot, https://redrobot.itch.io/risky-b15-kt. I'll rate yours, too.

I love the premise and visuals. Being a mimic inspector is a really innovative twist on the papers please concept. However, I think that for the concept to really work, there needs to be a time limit. As of now, I didn't really feel any pressure to take the risk of opening a chest, because I had all the time in the world to inspect each chest carefully.

I'd love to know your thoughts on my game https://redrobot.itch.io/risky-b15-kt.

I'll rate yours asap.

The combat was pretty fun and the visuals and sfx added some nice game feel. However, it was so challenging for me that I always died before being able to enter one of the double risk rooms. 

Still, well done!

This is my downloadable game https://redrobot.itch.io/risky-b15-kt

I would love to get some more feedback for it. I haven't given it much thought before publishing, but it does seem like it being only availably as a download for windows is a reason for why it didn't get as much attention, so I'm especially thankful to everyone who checks it out regardless.

I'll rate yours as well.

It's honestly impressive how much functionality you were able to implement in 7 days by yourself: multiple enemies, encounters, quests, and combat mechanics while also creating fairly detailed art for the characters and environment. The game was also fun to play through. Well done!

This is a really cool concept, and it fits the theme really well. The controls feel a bit clunky, though. I think it would play a lot better if the throw wasn't dependent on which way the player is facing.

I'll try out your game. This is mine:
https://redrobot.itch.io/risky-b15-kt

Thank you! This one is mine, https://redrobot.itch.io/risky-b15-kt.

I'll rate your game, too.

Thank you! I totally understand. Originally, I had planned some goal for the player to achieve or at least some kind of scoring system. In the end, I had to choose between implementing that or getting some much-needed sleep, unfortunately.

I'll probably add a scoring system after the jam. I also like your idea about making deliveries. I'll think about it.

https://redrobot.itch.io/risky-b15-kt

Thank you for the offer. I'll check your entry out too, when I get to it.

Oops, sorry about that. I don't think I can change that untill the rating period ends. Thank you for bringing it to my attention and thank you for playing!

Thank you very much for your feedback!

Yeah, the mouse thing is on me. It seemed fine when I tested it, but I tend to set my mouse to a higher dpi than usual.

The asteroids can have weird hit boxes. That's because they use a simplified version of their display mesh as a collision shape. It had to be optimized, or the game's frame rate would have to be measured in seconds per frame.

Adding weapons as rewards for risk taking is a great idea. I actually intended to add some form of missile weapon or mega laser that would cost risk energy to use, but I unfortunately had to cut it due to a lack of time and spirit.

Thank you for playing! I get what you're saying. Unfortunately, it is quite difficult to hit the enemies. It's something that I would definitely tune in a new version.

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I made a space combat game with risk mechanic and would love to get some feedback. Thank you for the offer.

https://redrobot.itch.io/risky-b15-kt

This is great! Loved the visuals and soundtrack and how they change according to the story. The writing was also well done, and it felt like my choices mattered.

Simple and well executed. The shop adds some variety to the gameplay. The presentation is great.

I think it needs some more polish in terms of feedback to the player, but the concept is really fun and I enjoyed it a lot.

Love it! It's a really clever idea and the puzzles are well-designed. The only issue is that selecting and scaling feels rough because of lacking feedback. I think it needs some indicator for when you hover over selectable tiles and when you drag across them. Otherwise, very nicely executed!

A creative and well executed concept. I really like the puzzle design. The only problem I have is that the game's physics are a bit finicky to work with. I still enjoyed it a lot! Well done!

I like the creative concept. It took me a while to figure out the crafting system because the drag and drop is a bit bugged when the blocks are dragged to fast, unfortunately. But I did enjoy it once I figured it out.

This is really enjoyable. I liked the visuals. The game is really polished.

I like how you interpreted the theme. It's fun to float around in zero-g and make risky jumps.

Thank you for the positive review!
Yes, you can actually die in the game if you take too many hits. We just didn't want to make it too challenging because we weren't able to add check points before our deadline. We decided to have the Morph Chambers heal the player when used, instead.