My latest flash game, Robokill 2
21–30 of 66 posts
Re: My latest flash game, Robokill 2
#22 * It took almost 5 minutes to load
* It gets noticeably slow and the FPS drops to a single digit on
the first screen with an Ambush.
* The openings in the floor are way harder to recognize as such
compared to version 1. When I fell through one, I honestly
thought it was just a pattern on a floor.
* The Inventory screen needs to some tweaking. It took me a bit
to understand where the Sonic Pulse weapon should go on the
left hand side.
Overall, purely from the "user's perspective" it does not look like a super improvement over v1. It is more of an opposite given the lag and the loading times. That's not to say it is not beautifully done, it certainly is.Re: My latest flash game, Robokill 2
#23The game is a lot of fun! I spent a bunch of money playing Smash TV back in about 1992 and this is a lot of the same fun gameplay and a couple of similar graphics. A couple of suggestions: * Make the weapon recharge happen automatically when the level clears or you die, so the player doesn't have to stand there and wait for the recharge. * Disable the traps after all regular enemies are dead. There is no additional c…
Great game, just like the first one.
Re: My latest flash game, Robokill 2
#24Re: My latest flash game, Robokill 2
#25Re: My latest flash game, Robokill 2
#26The game is a lot of fun! I spent a bunch of money playing Smash TV back in about 1992 and this is a lot of the same fun gameplay and a couple of similar graphics. A couple of suggestions: * Make the weapon recharge happen automatically when the level clears or you die, so the player doesn't have to stand there and wait for the recharge. * Disable the traps after all regular enemies are dead. There is no additional c…
+1 on disabling traps. It just makes the game slower. +1 on auto weapon recharge when dead. There's no reason that I should have to wait.
The edges are fine imo, they add a bit of challenge. Otherwise it would just be possible to randomly press awsd without looking much.
Also, I enjoy the shopping. It's fun to think about different play styles and shotgun vs blasters.
One thing is that I just ended up using mostly just blasters. Without being able to switch between 4 shotguns and 4 blasters quickly, it made more sense just to stick with blasters.
Fun game!
Re: My latest flash game, Robokill 2
#27The last version of this, Robokill, got a great response here so I thought I'd post the sequel as well. We've redone pretty much everything, resulting in what I think is a much stronger product. Love to know what everyone thinks! Last thread was here: http://news.ycombinator.com/item?id=218322 Shot 1: http://www.rocksolidarcade.com/static/robokill2/shot1.jpg Shot 2: http://www.rocksolidarcade.com/static/robokill2/sho…
Re: My latest flash game, Robokill 2
#28Why can I fall off the floor in the first place? What purpose does it serve besides annoying the player?
Re: My latest flash game, Robokill 2
#29Sometimes I'd let the splash screen just sit and loop, so I could listen to the pounding theme song, and watch the gun particle effect. So simple, so good!
Re: My latest flash game, Robokill 2
#30Mark rooms where you have died with a little sign in the map. So you can avoid them for some time.