Robokill: Superb new Flash game from News.YC members
81–84 of 84 posts
Re: Robokill: Superb new Flash game from News.YC members
#82I'll be coming back to play again... Neat! Can I ask how long it took to build, how many of you there are, and if there is any engine over the flash? I've never built a game before, so it's all foreign to me.
It took two of us about 3.5 months to build. There wasn't any engine over flash except for what was built during development. A lot of development time went into optimization, caching etc though (I talk about that in the other thread I liked to here).
Re: Robokill: Superb new Flash game from News.YC members
#83Re: Robokill: Superb new Flash game from News.YC members
#84The robot the spawns bugs should have a cap on number of bugs. Otherwise you can sit there killing bugs that drop shield recharges as long as you want. You can fully recharge your shield, and also build up exp for free.
If you finish a room you get a recharge, if you kill a box with an ambush you get a second recharge.
The store seems pointless - everything is far too expensive to actually buy. i.e. when you finally have enough money to buy something, it's weaker than the gun you picked up from the floor.
All the extra powerups, like riot shield and the others, are pointless - you don't have enough spaces to actually use them. It's a no-brainer to have the shield rechargers always equiped. Unless you want to constantly switch them on and off, which is a big hassle and detracts from the game. (You get about 1 second after killing everything before it recharges, so you theoretically could swap them every single time, but that really ruins gameplay.)
Have dedicated shield recharger spots, and then spots for everything else. The reasoning is that recharges are used after a room is finished, but everything else is used during a room.
I kinda of enjoyed playing it, but the balance was poor.