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My latest flash game, Robokill 2

rocksolidarcade.com

41–50 of 66 posts

Re: My latest flash game, Robokill 2

#41

I enjoyed playing/beating the first one. But to be critical for a moment, I do feel like 10 bucks is a little steep for a flash game. Even though the fact that it's flash vs directx vs anything else shouldn't matter.. it does. On top of that, Torchlight launched at just 20 and quickly fell to 10 and even 5 dollars overs the holiday Steam sale.

It might be a bit high compared to some of the Steam sales, but I think we're well into the territory that, for US customers at least, it's an impulse buy. I'm sure volume would go up at 4.95, but not sure about by 2x (plus there is overhead like support etc).

Re: My latest flash game, Robokill 2

#42

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 underst…

All good points, thanks!

Re: My latest flash game, Robokill 2

#43
post #10

btw there is a knockoff floating around: http://www.kongregate.com/games/Badim/red-storm btw if you want a really addicting game to "clone", do something like this: http://www.addictinggames.com/skystorm.html i don't think there are any otherquality plane games, that are played from that perspective...it's always side or top view always moving...which gets boring.

Yeah, we saw that. The author considers it not a complete clone, or something along those lines.

Re: My latest flash game, Robokill 2

#44
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…

Not sure about disabling the traps after regular enemies are dead - I kind of like that! And a lot of the appeal of the full version is the RPG aspect, I think we'd probably do a lot worse if we toned that down. But I like the rest of your suggestions!

Re: My latest flash game, Robokill 2

#45

Why do American dollars, of all things, drop when some enemies die? I understand the game mechanic, but seeing cash appear on Mars when I shoot an alien is a little jarring.

Coming up with a recognizable, small icon for cash is actually kind of hard.

"Coming up with a recognizable, small icon for cash is actually kind of hard."

Gold Coins (Mario style)? Diamonds?

Re: My latest flash game, Robokill 2

#47
post #28

Earlier quoted context omitted.

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.

Hmm, I might have a look at disabling it.

I didn't mind it. At first it caught me by surprise, but then it's just another thing in the room to beware of. I'd leave them there, but perhaps make the danger markings around them a bit clearer (less dirty yellow?)

Re: My latest flash game, Robokill 2

#48
Nice, I like the "bio" direction here! I bought the first Robokill, and was a fan, and may buy this one too.

1. Are uncommon and rare items gone? I didn't see any through the first base. If so, why? That was one of the most fun features.

Edit: Nevermind! I see they do appear.

2. Please please please don't listen to people who want all the frustration gone, e.g. you can't fall to death. Perhaps recognize that not all gamers are equal, and give difficulty settings, e.g. on normal you can't fall to death but on hard you can. Heck, I was a fan of hardcore (restart on death) no-shop runs in the first game, maybe you could even unlock this kind of thing as an actual mode on beating the game (for the extreme masochists.)

Re: My latest flash game, Robokill 2

#49

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…

Love it. My wife's just called me again; apparently I said I'd be heading to bed an hour or so ago :P

Few comments

- Few more weapon choices would be nice

+ price seems OK, but I haven't finished the first stage yet.

+ Edges are fine by me

+ so are traps

+ Like the idea of unlimited lives, but you lose rooms

+ Love the RPG aspect, and I'd really really like to see this taken further in a shooter (perhaps Robokill 3?) - what about being able to personalise other aspects of your robot, as per a traditional RPG, so introduce some attributes like speed, defence, accuracy etc. This way, I could work towards building up a heavily armed but slow 'bot, or a fast accurate one that's fairly vulnerable.

Oh, if I buy it, does it include a Save function?

Re: My latest flash game, Robokill 2

#50

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 underst…

Playing it here on a 4 year old iMac (2.0GHz 32 bit Core Duo, 1GB RAM) and it's running great
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