My latest flash game, Robokill 2
rocksolidarcade.com
rocksolidarcade.com
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/shot2.jpg Shot 3: http://www.rocksolidarcade.com/static/robokill2/shot3.jpg
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?
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.
My only complaint was that by the final few levels, my robot was so heavily armed that finishing was never in doubt - it was just a matter of time. That, and that the final boss "room" was pretty lame and short.
Great work-- looks good so far.
* 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 challenge or fun from killing a few slugs while you run around and collect your big prizes.
* Automatically do something sensible with charge ups and get rid of the store and equipment screen altogether. The fun factor of shopping is not high.
* Make a big cursor indicator so it's easier to see the player and the target at the same time using peripheral vision.
* I would get rid of falling off the edge.
* I kept hitting the map button on E by accident and I want to move it.
+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!
Great game, just like the first one.
* 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.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!
I'm a sucker for statistics and I'd like to see some more on my gameplay: total damage dealt, item usage, favorite weapon, and -- of course -- my very own (in)effectiveness ratio: total rooms lost to death / total rooms captured.
How about a confirmation when clicking main menu? I didn't realize that would forfeit all my progress on that mission.
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 ;)
Mark rooms where you have died with a little sign in the map. So you can avoid them for some time.
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.)
* In Act 2, things get more expensive, but I don't seem to pick up much more money. I think many people would stop playing at this point, as it's harder to tech up. (In particular, it makes it harder to casually experiment with weapons. Which of course may fit the theme...)
* It might be nicer for weapons in the store to be more sorted, so I can more easily look at what I want and compare similar weapons.
* In pitched firefights after a while, when I'm keeping the mouse down, the frame rates go down. Which is usually great for me, since it's a lot easier to do ninja things like strafe while grabbing money and dancing with bullets. Dunno if that's a bug or feature. ;)
On Ubuntu Karmic, the game runs slowly, but that's mainly a result of poor flash performance. I have a Core 2 Duo at 2Ghz and an Intel GMA 950 running it. On Windows the game runs very smoothly.
When I booted into Windows to play the game, I couldn't access my character I was playing with on Linux. Why don't you have the option to save files on a server? I was really bummed out by this!
On top of that, Torchlight launched at just 20 and quickly fell to 10 and even 5 dollars overs the holiday Steam sale.
If a trap is triggered and cleared after clearing the room a second shield recharge is triggered. It's a fairly easy way to get full shield again after some of the tougher rooms as it's fairly obvious which are trap tiles.
Lots of lovely little touches in it.
Sometimes 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!
Gold Coins (Mario style)? Diamonds?
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.
1) on a laptop the controls are cumbersome (hard to aim with mousepad) 2) the game takes forever to load and then does not fit inside my screen resolution..it's just a tad bit too big 3) the store graphics are hard to decipher (blue on black) and it's not clear how much starting capital i'm allocated
love, zack