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My latest flash game, Robokill 2

rocksolidarcade.com

31–40 of 66 posts

Re: My latest flash game, Robokill 2

#31
Nice! Reminds me of Alien Breed on the Amiga. Ah those were the days...

Could you tell us perhaps a bit more about the creation process of this game? After all this is hackers news and not an indie games forum ;)

Re: My latest flash game, Robokill 2

#33

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.

Re: My latest flash game, Robokill 2

#34
post #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.

Hmm, I might have a look at disabling it.

Re: My latest flash game, Robokill 2

#35

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…

The first version was awesome. I'm looking forward to playing this one. How many people work with you, do you make these yourself? Also, I would love to know how many people buy the game, though I understand if you wouldn't want to disclose. Not that I would be able to duplicate this level of polish anyways.

We had a team of four working on Robokill. Can't disclose sales stats, sorry! But it is better selling the game versus using ads.

Re: My latest flash game, Robokill 2

#36
post #15

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…

:) Back when we (or I, anyways) called it news.yc.

Yeah it's been a while :)

Re: My latest flash game, Robokill 2

#37
post #7

Very nice. Great effort! If you don't mind me asking I'm curious about the business side of this. I don't expect you to put any real numbers out here but can you make a living of this or is it something you do in your spare time? I would be great if you could elaborate on this a bit. Thanks!

You can make a living at it. It's not easy though, at all, since so many people are willing to do it for free.

Re: My latest flash game, Robokill 2

#39

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.

Both are good ideas, thanks!

Re: My latest flash game, Robokill 2

#40
post #18

I think a little bit of parallax could help with the falling off the edges (making the edges more obvious), and give a nice added feeling of depth.

Unfortunately being software rendered we had to pull too many performance tricks to make parallax even remotely possible. In hardware we'd probably have used many layers.
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