Skip to main content

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

Feedback on my robot platformer game

A topic by silasmathguy created 14 days ago Views: 479 Replies: 10
Viewing posts 1 to 6
(1 edit) (+2)

I have been working on my robot platformer game for two months and want some feedback.  Suction Bot by silasmathguy  I am specifically looking for what you think about core mechanics, and art. I would also appreciate if you shared any ideas on new mechanics - level themes I could add.

Update:

Three new ice world levels

This game is pretty fun actually. I liked that after beating all levels in the sewers you just go to space out of nowhere lol. Here are some things to consider:

- the UI is kinda weird, and i don't think the icons match with the game 

- even tho im sure this was intentional, is possible to miss a jump and end up falling from the top of a level to the very bottom (definitively didn't happened to me...)

Also, as you want ideas, maybe instead of cutting straight to the space, make like the robot leave the sewers, get some time in the city, and then the levels get higher and higher, like one level for high buildings, one level for mountains, one level for the sky, or just let the robot skip to the space, it was kinda fun lol

(1 edit)

Thanks, I like your idea of adding a level in between space and the sewer. 

Brand new ice world! Three new levels!

Hi @Silasmathguy,

Thanks for sharing your game — I really appreciate the effort and creativity you’ve put into “Suction Bot”! I spent some time exploring it and wanted to share some feedback from my perspective.

  • On the home page, I noticed a bright neon green bar on the bottom — I wasn’t quite sure what it represents, maybe a quick tooltip could help players.
  • I tried the Convery Climb mode. The lava looks really cool, but it wasn’t clear how to get out once I fell in. The W key sometimes anchors to the tube, but I occasionally fell back into the lava. Spacebar and arrow keys didn’t seem to work for me (or AWSD), so maybe a small control guide, controller buttons, or hint system could help new players*
  • The music is fantastic — smooth and really adds to the atmosphere!
  • The right-click mechanic to stick to walls is creative, but I found it tricky to understand how to use it effectively to climb higher. Maybe some visual cues, sparks, arrows, or a brief tutorial could make it more intuitive, colorful, and engaging*
  • The maximize screen option is nice, but I couldn’t find a way to return to the original size, and Escape didn’t work on my Mac. Some additional UI options for resizing or returning to the main menu could help avoid frustration. I was forced to force-quit Browser and restart it to get back here.
  • Interacting with objects like tubes sometimes worked, but not consistently. A few more visual indicators on interactive elements might make navigation smoother.
  • I tried Level 1: Learn How to Climb, which is a good start, but highlighting the path or giving directional cues could make it easier for players to learn mechanics without trial and error. This mode, even without full-screen, didn't have a clear "Return to Home" button to try the other levels in Suction Bot. It may be useful and fun for players if you add that*
  • Beginner Player Experience: I want to note that it wasn't clear from the main-screen, maybe because the theme color is a little dark, that we should start the levels in chronological order starting with 1, the tutorial. I just randomly clicked one that looked cool and fun, but because I didn't do the first Level, I didn't succeed at getting out of the green lava and it was a little frustrating.

Overall, I think the game has a really fun, retro-inspired concept, and I can see a lot of potential here. A bit more guidance, clarity on controls, and consistent interaction cues would make it much more approachable and enjoyable for players. Thanks again for sharing your work — it’s clear you’ve put a lot of thought and work into it, and I look forward to seeing how it evolves!



(2 edits) (+1)

Thanks for your feedback. I messed up when building the game and accidentally built it in the mode I use to test. Normally you only have access from level 1 at the start, and you unlock them as you go. I like your feedback of making the tutorial better and will implement those ideas.  Also, once I have some of those features implemented would you be willing to try again?

Hi Silasmathguy,

I completely understand and have a strong idea of how much work, and how abstract it is building, editing, and deploying or debugging 2D and 3D games. I really appreciate your reply, and honesty. It's very humbling and I'd love to keep collaborating with you with "Suction Bot" and anything else you build/release! :) You're doing an awesome job engaging players, and we're here to encourage you. 

(+1)

i wanted to beat all levels of this game, but damn i'm not good leading with frustration, i would end up breaking my device... i liked the game, i didn't understood why i go from space to a frozen planet, and the "fire and ice" gimmick that you need to climb on fire or you fall the whole level is straight up evil lmao ☠  


I kinda think a downloadable version of the game would be cool, as you usually lose your stats of a game if the dev update it, and i don't really want to lose my stats over and over. Also, it would be cool if somehow players could make their own levels, i'm pretty sure that people would love doing hard challenges in rage games... i would. And maybe you can add one UI so that you can choose your map, there will be lots of maps in the future, and clicking a button several times to change the map may get annoying over time.


Also, map idea: the volcano, the first level includes volcanoes that shoot rocks that fall, and you need to climb the rocks before they fall (with you :D), the second level have lava bubbles that can overheat the player, and the player need to dodge them because otherwise you lose control over the player (like the neptunes), the third level have the fire and ice gimmick but instead of freezing you overheat after some time, and you need to cool yourself by staying in cooling areas, but staying too long in the cooling area freezes the player, so the player needs to time even the time to stay on the cooling area (put jupiter with moons or pendulums after those areas, it will be cool), the fourth level have these gimmicks but also lasers that make players lose control over themselves by contact, and then you place hard jumps with lasers, and the last level of this world is a very long level with all gimmicks, where you need to constantly do hard jumps with time pressure, and the player need to be consistent over the whole level, or you fall all the way over (ofc that's the hardest map idea, at least the hardest for a while)


Also, frame perfect?

Thanks for the feedback. I have been wanting to add a downloadable version and saves, but it would screw up once I added the city, because when you updated, if I kept you on the current level, you would skip the city, but if I send you back to the city you may have to replay levels. I will add that after the city level is done. I also like your volcano level idea but think it would be cool as some kind of tech world with a star energy absorber. The falling rocks could be chunks of hot metal, the lava bubbles could be solar radiation bubbles, the area where you heat and need to get to the cold could be an overheating server room, it would also make more sense for gears and pendulums to return in a machine setting, and lasers would fit perfect in a tech world. This could also explain why the ice world is so cold due to all the nearby stars heat energy being absorbed.

The retro aesthetic merging with the playdough-like models is great, really like it. I think having a bit more continuity with these elements would help, though you're off to a great start

(1 edit)

Thanks for the feedback! What art should I change to make it more continuous?