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unaware-robot

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A member registered May 20, 2024 · View creator page →

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https://unaware-robot.itch.io/rogueblock

Roguelite bullet-hell game, combat inspired by undertale!

Fun game! I like that the weapons are unique and have their own uses, even though the sword is a bit difficult to use. I did feel like the movement and jumping speeds were very high, making the movement feel a bit uncontrollable, also because you jump so high that you can’t see the enemies on the ground anymore, so you often accidentally jump into them.

Played the game for about 15-20 minutes, and honestly there isn’t much that needs improving that I can think of.

The only thing I struggled with was that after solving the police report, you suddenly get access to A LOT of documents and have to answer a lot of questions at once. I may have preferred if the information and questions were given more gradually. At the same time, I haven’t really played games like this before so maybe people who do prefer it this way?

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Hey hey, I had a look at your page and played the first few levels of the game. These were my thoughts:

The page looks good and clean, and the screenshots and gameplay video convey well what the game is about. The description is too long/wordy in general and the whole “Key features” part feels like filler to me. It’s clearly AI generated and that does not help.

The mechanic shown in the “QUICK TIP - SPOILER” section should not be a tip/spoiler but should be shown/explained in the game. It’s a good mechanic that sets this game apart from other box-pushing puzzle games, but it’s not intuitive and I thought level 1-4 was impossible before I checked that part of the description.

I found level 1-3 a bit strange because it was extremely easy and you just had to push the box in a straight line. It felt out of place.

I really like the font you use for the title and the level introductions.

I would get rid of the “quantity 1 - you’re on the way” messages. They don’t add much and kind of interrupt your flow.

The game overall felt too easy. I kind of lost interest at level 3-4 because I didn’t feel like I really had to think that hard about any of the puzzles. I would try to up the difficulty of the levels more quickly.

I would really like to have an option to undo a move. It can be annoying to have to redo the whole level because you accidentally pushed the machine one square too far.

So, overall it’s a good game with a nice twist/addition to the classic box-pushing puzzle mechanic, but it suffers a bit from being too easy.

Thanks for the reply! To be honest, even if I thought adaptive AI would be perfect for my game, I would be a bit wary of making a game that is dependent on an external service, because it could suddenly become unplayable if the servers shut down and I would not be able to do anything about it.

For context, I’m a developer working on a game with combat, where the enemies have predictable behaviour: https://unaware-robot.itch.io/rogueblock-working-title

The idea sounds really interesting, and I think it could have potential in the right circumstances. For me personally, some of my favorite games are Hollow knight & Silksong and a big part that I like about those games is learning the enemy attack patterns and finding a strategy to defeat them. I fear that in those kind of games, the enemy adapting to your playstyle could be frustrating and make it feel difficult to “get better” at the game. But there may be different types of games where this adaptive behaviour could work better.

But my main concern is with the practicality of it. A few questions/concerns I have:

  • for singleplayer games, having to connect to an external server for the enemy AI means that you can’t play offline.
  • This dependency could cause problems for people with lower internet speeds.
  • Who will own the server with the model? Do developers set up / manage their own model themselves, or is it a service that you provide and they connect to?
  • Is this meant to be applicable to specific types of games, or is it meant to be broadly applicable? -if the second, how do you make the model work for vastly different types of combat? (2D vs 3D, shooters vs fighting games, etc)

very interested in hearing your thoughts/answers on these :)

Super cool idea for a puzzle game, had a blast playing it! Only suggestion I have is that I thought the squid moved a little slow, I would make it a bit faster.

Would definitely love to see more levels.

Thanks for playing my game and taking the time to write such detailed feedback! I really appreciate it :)

I agree with the points you mention, and for some of them I already have plans to change it. I’ve never been fully happy with the keybinds, and JKL for abilities is an interesting suggestion that I hadn’t considered yet and I think might be better. I’m also considering a different default dash button.

As for the meaningless paths, I wanted to have an aspect of exploration in my game, but I agree that right now this results in too much meaningless walking / backtracking. I plan on making the world a bit more linear in the future to hopefully improve this.

Asset creation is something I definitely need to improve on, quite a few of these sprites I even made in microsoft paint (in the early stages of the game)

Thanks again!

beautiful game!

Agree with the previous commenter. It’s not really possible to judge this idea yet based just on this description/a few screenshots. That being said:

  1. I like roguelites, I don’t know much about slavic folklore so I would be interested to learn about it through a game.

  2. The overall atmosphere seems good, but looking closer at the images some of the models look a bit weird/clunky, like the cobblestone road.

  3. A playable demo that gets the core gameplay loop across

  4. for me personally, yes that would be a big turn-off

Hi all,

I’ve been working on a roguelite bullet hell shooter game and recently made a new update. I would love it if some people could play and give their feedback.

I am especially interested in the new player experience. When playing for the first time, are the controls clear / intuitive? Do you understand what to do? If not, what is not clear? But of course all feedback is welcome!

So, if you only play a few minutes it would already be very helpful :)

https://unaware-robot.itch.io/rogueblock-working-title

Recently made an update for my game: Rogueblock! It is a short roguelite, in which you are a small robot. You explore, fight enemies and slowly get stronger by improving your stats and finding and combining abilities and relics.

A run should take between 15-30 minutes, so give it a try! Would love to hear any thoughts!

https://unaware-robot.itch.io/rogueblock-working-title

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Wondering if you’re still working on this? Would love to see an update :)

EDIT: nvm, completely missed “NEW VERSION OUT NOW” somehow :D

Wow, this game feels very polished already and the gameplay is solid! Sad that it’s so short right now, with more content this will absolutely be a banger!

There’s a few walls at the start you can walk through

Honestly, I think this game needs a lot of work before it can even be playtested. As far as I understand, the only thing you can do right now is walk around a maze and spam click enemies as your army slowly dies, until you reach the end. The rogue-lite element is not there yet at all.

I think it could definitely be an cool concept, but before people can give real feedback I think you need to add the “roguelite” aspects of the game, so that players have at least the basic idea of how progression works in the game.

Also I fell off the map once XD

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This is a very cool concept! I tried it with 2 songs. The inputs (not sure what to call them) seem to be on beat generally, although occasionally it did feel like it was off but that could be my own mistake.

The biggest problem I felt was that the rhythm the inputs formed did not always feel like it matched the song, which threw me off a couple of times. When the rhythm matched however it did feel nice to play.

2 more things:

  • Would be nice to have a few preloaded example song to select, I didn’t have much music on hand on my PC
  • When I opened the graphics settings I could not exit anymore

I suppose so that others reading the comments don’t accidentally get answers spoiled for them

Hi, thank you so much for playtesting the game! It’s very insightful to hear your thoughts on the game as you’re playing it!

I see that the biggest issue with the game were the keybinds. I’ve struggled with finding a good layout. The keys are rebindable (by pressing [P] in the overworld), so if you’d want to change dash to [SPACE] as you suggested, you can!

There is also an option in the settings to enable autofire, which you mentioned you couldn’t find

Thanks again! :)

Haha it took me quite some attempts to beat extreme difficulty myself when I added it XD

Thank you! Happy to hear that

Thank you so much, that means a lot! Did you win?

Made a new update for my Roguelite bullet-hell game, adding mainly some visual effects to make it look a bit nicer :) You can play the game (free, in browser) here:

https://unaware-robot.itch.io/rogueblock-working-title

nice improvements!

Thanks for taking the effort to check the performance! This is very nice to know :) The ability idea is a good one since I currently don’t have many defensive abilities yet. I might add this!

I played for a bit! Cute frog haha. There are some issues with the game that you definitely need to address:

  • Often, when I press play, I lose instantly and have to press restart + play again
  • Why is the frog in the middle of the screen? This means the lower half of the screen is completely unused. I would move the frog to the bottom and maybe increase the speed of the balls to compensate.
  • There is a disconnect between using the mouse to press play, and using arrow keys to move. It means when I press play, I have to then quickly move my fingers to the arrow keys as the first ball already starts. I would like to be able to press for example [SPACE] to start
  • There is not really a reason to play this game for longer than a minute right now. It definitely needs some more mechanics to keep it interesting. Maybe it can become progressively more difficult?

Thanks! Just happened to open Itch.io at the right time haha

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I think the main elements in my game that caused lag before are shaders. Earlier those would cause small framedrops whenever they were used for the first time. Examples of when that would happen are:

  • moving out of the screen to the next location for the first time
  • opening a chest for the first time
  • Fighting the spider enemy for the first time

I mainly want to confirm that these issues are indeed resolved for people with different PCs. Because all of these happen early in the game I thought it’d be easiest to just ask whether people experience lag in the first minutes of playing.

Beyond that, I would care most about the performance in fights where there are many objects at once, but since those are mainly later fights that would be too much to ask.

just me :) I started working on this game as a hobby project almost 1.5 years ago, but some of the sprites/music/sound effects I had already made for an earlier project that I ended up abandoning.

Bumping this thread as I’m currently again working on the performance of my game and would really appreciate more input

Nice game, simple and fun!

Thank you so much, this really means a lot to me <3

Didn’t notice any bugs, but I did notice some spelling mistakes. The words ‘Electricity’ and ‘vehicle’ were misspelled

Fun game! The blackjack mechanic is really cool, easy to understand but challenging to play around. I also really like the artstyle for the cards!

Few points of feedback:

  • Even for beginner difficulty, the game felt far too easy. I was never below 18 HP
  • Not sure if this had to do with your game or itch.io, but the mouse input was lagging behind half a second in fullscreen mode
  • The music is nice, but I don’t think it fits this type of game personally

Overall great game! had a good time playing

Nice game! Right now what it’s missing most is sound/visual effects when you hit an enemy or get hit. (and for me the option to switch to english haha)

Super, thanks for checking :)

I played the game for a bit and didn’t see any glitches :) everything seemed to work as intended.

I do have to say I find the font very difficult to read, and I found it difficult to understand which items I was supposed to hit, and which ones I was supposed to jump over. I died pretty quickly each time.

I would appreciate if you could help me with some similar feedback, would just take a 1-2 minutes: Do you see any lag / stuttering when playing this game, and if so, when? https://unaware-robot.itch.io/rogueblock-working-title

One thing for me personally is that I’m hesitant to just download stuff off the internet. If I could play the game in browser I’d be more inclined to play it. Also, it’s just easier to click a ‘run now’ button than to download, extract, maybe virus scan something.

So if making your game playable in browser is something you could do, I personally think it’s worth the effort

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Hi all :)

Previously, when playing my game in browser, the game would sometimes freeze/drop frames. I recently made an update to my game, in which I think I fixed the cause of this. For me it now seems to work well.

I would really appreciate if some people quickly run my game and see if they notice any lag? Just walking around a bit + fighting one enemy would be enough.

This is the game: RogueBlock

Thanks in advance!