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A jam submission

RoboTemplarView game page

Mega Man + ClassicVania, but bullet hell = ShmupVania!
Submitted by Vesuvius-Dev — 5 days, 59 minutes before the deadline
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RoboTemplar's itch.io page

Are traps gay?

Yes

traps are gay

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Comments

Submitted(+1)

I made it through and beat a story level, a few challenges and the shield boss hard mode, both encounters took 3-4 attempts. At first I disliked the bullet hell aspect but I can get used to it. It's just too prominent in the first level where you barely even get to shoot enemies at first (which is more satisfying than squeezing between). That said shield boss should have more attack telegraphing because the bullet hell segment has too much stuff happening and it's hard to react to fast pink projectiles when you are tangled in avoiding other projectiles. Same could be said for all other enemies if you are planning to make it bullet hell heavy.

I like the crushers because of the neat pathing you designed in the challenge. I got a weird bug where I somehow squeezed past horizontal one by clipping into the floor and then popping back out. That reminds me why I'm not using box2d and the likes.

I like that you left the recoil in but I'm still not sure about the gradual falling down without strafing key as I don't understand what purpose it serves.

Subweapons need better icons to be recognizable at a glance. Axe feels disappointing when it only hits once.

I need more story levels as the one segment I kinda liked isn't there anymore.

Developer
 It's just too prominent in the first level where you barely even get to shoot enemies at first (which is more satisfying than squeezing between). 

That said shield boss should have more attack telegraphing because the bullet hell segment has too much stuff happening and it's hard to react to fast pink projectiles when you are tangled in avoiding other projectiles. Same could be said for all other enemies if you are planning to make it bullet hell heavy.

noted


I like the crushers because of the neat pathing you designed in the challenge. I got a weird bug where I somehow squeezed past horizontal one by clipping into the floor and then popping back out. That reminds me why I'm not using box2d and the likes.

Designing crushers was pure hell. I totally understand now why most deal dmg on hit or outright kill you.


I like that you left the recoil in but I'm still not sure about the gradual falling down without strafing key as I don't understand what purpose it serves.

for some reason I like the gravity aspect very much, so much that's with knockback on shoot it's the main reason this game exist at all. I could say many things abut it, but I just like it on a visceral level. This said, if you check the powerups I added no grav and no knockback for anyone who wants a more classic shmup approach.


Subweapons need better icons to be recognizable at a glance. Axe feels disappointing when it only hits once.

I could try to add a mini weapon icon instead of letters, but I'll probably wont. Letters + colors setup has always worked in  contra and metal slug etc, why here should be a problem. I don't wanna defend myself, but imo it's purely memory adjustment, and that's fair. Remembering letters it's harder than having a weapon icon for pickup.


I need more story levels as the one segment I kinda liked isn't there anymore.

I havent cut it, I removed it for now because once I understood what the story was, that space setting was the last level (lmao).  But i'll probabily add some part of it in the tutorial area, since a setting of all grey walls is not sexy at all.

Thanks for the feedback man.

Submitted(+1)
I havent cut it, I removed it for now because once I understood what the story was, that space setting was the last level (lmao).

I hope the story is going to be good. This game has potential to retell all the weird shit surrounding the templars and it would make perfect sense to use space as metaphor for their sea voyages.

(+1)

-Jetsword subweapon gets a shield that works better than the bomb and it's never even mentioned anywhere
-You keep subweapons when clearing tutorial which can trivialize challenges or later levels if you got the jetsword, not sure if it's intended
-The moving mario-like cross-shaped fire bar on one of the tutorial screens feels extremely cheap
-Why is walking speed so low compared to hovering inches above ground?
-Why does the axe subweapon disappear once it finishes the arc and doesn't go further down?
-Where is the metroidvania part of the game? It's all linear missions for now

-It's hard to make out whether the templar has a huge schnoz on his face with 2 darkened eyes, or whether it is one cyclopian eye/visor. I know the splash art means that it's the latter, but in-game it seems a whole lot different
-Adding a cape or something of the sort would make hovering and flying look even better. Think something like Noita, I suppose
-Why does the gun suddenly grow bigger when you shoot it?
-CRT filter is _aggressive_ as hell
-Why is this weird orange fella constantly hovering around me and pogging?
-Tilesets for areas could be more varied

-Did you use vine boom for the rock slide SFX?

-Rather stock-standard menus, but I don't understand what's so hard about adding "quit game" or "quit to desktop" to the pause menu in general? Why assign "P" button for it?

Very fun movement, but so far there is more shmup then metroidvania.


Also I've got some bugs listed on the google dock, along with the recorded video, just in case 

https://docs.google.com/spreadsheets/d/1Prwa_Y_pj4DKeLiee2HIJjmXHrlGm9VuiyllJpNz...

Developer(+1)
Your playthough is great, badass performance, and ty for the doc.


-Jetsword subweapon gets a shield that works better than the bomb and it's never even mentioned anywhere

This is a choice. level design makes you understand more about subweapons (granades can be used in sewer drains etc)


-You keep subweapons when clearing tutorial which can trivialize challenges or later levels if you got the jetsword, not sure if it's intended

No it's not intended, but so far very few players blasted through the game without dying. In theory I should reset your sub at the end of a level, challenges should be done without one at all.

-Why is walking speed so low compared to hovering inches above ground?

I'm telling you via design that you sbould not walk but fly

-Why does the axe subweapon disappear once it finishes the arc and doesn't go further down?

in some levels could be gamebreaking, so it has a range like your main weapon

-Where is the metroidvania part of the game? It's all linear missions for now

you are the first  that asks about that. I added megaman in the synopsis to avoid confusion, but castlevania as a word means a level based experience with boss at the end. Metroid was the exploration side of the term metroidvania. 


-It's hard to make out whether the templar has a huge schnoz on his face with 2 darkened eyes, or whether it is one cyclopian eye/visor. I know the splash art means that it's the latter, but in-game it seems a whole lot different
-Adding a cape or something of the sort would make hovering and flying look even better. Think something like Noita, I suppose

my art is bad. I'll think about the cape

-Why is this weird orange fella constantly hovering around me and pogging?

story related. it's your partner during missions.


-Rather stock-standard menus, but I don't understand what's so hard about adding "quit game" or "quit to desktop" to the pause menu in general? Why assign "P" button for it?

the entire UI needs to be revised, it's pretty barebones, I put a little work only in the new powerups menu

Very fun movement, but so far there is more shmup then metroidvania.

ty

Submitted(+1)

I have played the tutorial and the sewer level for now. The movement is really fun, unlike the other guy I found strafing to be quite useful. Graphics work, music is decent. Some parts of the sewer-levels feels a bit unnecessarily crowded with the amount of enemies. I did quite often accidentally trigger the Bomba ability. I am not sure what a perfect button-setup would look like but that might be something you would want to take into consideration. Tutorial-boss is a bit hard as first real encounter, movement and everything is good, I would just lessen the amount of stages for the last part where it is stuck in the center. 

Putting this on the play more list. I will be humanity's shield. 

Developer

thank you so much, glad you enjoyed it.

Some parts of the sewer-levels feels a bit unnecessarily crowded with the amount of enemies.

design question, have you thought to use granades subw down the drains in the long corridor? don't worry most don't notice them, so I'm still dealing with tutotialization. for ex, at the beginning of the sewers did you use a granade to kill flower turrets?


I did quite often accidentally trigger the Bomba ability. I am not sure what a perfect button-setup would look like but that might be something you would want to take into consideration.

I plan to add a control rebind so anyone can place their fav buttons


Tutorial-boss is a bit hard as first real encounter, movement and everything is good, I would just lessen the amount of stages for the last part where it is stuck in the center. 

can you expand on that? what did you like of the last stage of the battle better than when shieldboss follows you?

thanks again

Submitted (2 edits) (+1)

I do not know if the amount of damage triggers the different stages or if they have a set number but at the end of the bossfight its bullet hell with a couple of different versions repeating. I would either lessen the amount of repetitions or if it is triggered by health, lessen the amount of health the boss has during the "stuck in the middle" stage.  One of each iteration of the "bullet hell sequence" would be perfect.

Edit: I did use the grenades, but perhaps not in the intended manner. 

(+1)

The base controls are really good and fun, but it's overloaded with shit.

I don't care about strafing, all it does is slow you down and reveal information that shouldnt have been hidden in the first place.

I don't want to memorize any directional + keypad command, like its street fighter. 

Just give me 1 special ability that I can use with space. Anything more than that and you lose me