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My latest flash game, Robokill 2

rocksolidarcade.com

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Re: My latest flash game, Robokill 2

#22
Assuming you don't mind some negative feedback:

  * 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

#23
post #12

The 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…

Personally, I like the traps staying. More easy experience! I definitely agree about the targeting indicator. I was always losing my mouse cursor.

Great game, just like the first one.

Re: My latest flash game, Robokill 2

#24
Man.. I pressed Menu and then Main menu and it took me out of the game. It didn't even ask me if I wanted to live. I was about to finish level 4, now I have to restart level 4. Great game but that really killed the mood.

Re: My latest flash game, Robokill 2

#26
post #12

The 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…

Awesome game, just spent like an hour playing haha.

+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

#27

The 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…

Loved the original, will definitely be playing more of this. I've got your RSS feed in my reader, so I spotted it last week already;

Re: My latest flash game, Robokill 2

#28
post #25

Why can I fall off the floor in the first place? What purpose does it serve besides annoying the player?

Agreed. I was happily playing through until, in the course of a particularly involved battle, I paid too much attention to my enemies and stepped a little too far up and had to go back two rooms. This was frustrating enough that I decided to move on and stop playing.

Re: My latest flash game, Robokill 2

#30
Rooms should not disappear from the map. It is OK to hide unknown rooms, but once it has appeared on the map it should be visible forever (perhaps grayed).

Mark rooms where you have died with a little sign in the map. So you can avoid them for some time.

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