Fun stuff. I love the concept of a robo-paladin with a big shield, I only wish I could use it to block/deflect/absorb projectiles with it (but I get how that could go against the direction you're taking the game in.) The controls feels tight and responsive, about what you'd expect from a game like this. The art is charming in an amateurish way, I'm a fan. The demo was very easy, but that's to be expected given that it's just a tutorial. I'm eager to play some real levels of this game in the future.
P.S. remind me to never attempt this level of detail ever again!
I have no words for your fanart (I'll make it my avatar asap). Thank you so much,
I'm eager to play some real levels of this game in the future.
I am adjusting it because some people died a lot vs shieldboss. There are already more levels to play, but I'm still rebuilding them for 400x240. Next demo will have a lot of more stuff
Less of a megaman/vania and more of a shmup to me. I see what you did there, with the tiny hitbox and lots of bullets. An interesting idea to use some of your health for a screen clear, I think it works (in triggering my anxiety of using it)
Short and sweet. May be painful for those not experienced with shmups, but hits just right for those who do.
Great game, looking forward to see some more content!
-Orange companion is neat, but for what purpose does he serve?
-Moving blocks are cool, but I wish they had a unique sprite besides the stone so they can be easily distinguish. One stone was set off by the player not timed, that could also be differentiated somehow.
-Finished the demo, boss was fun. Overall, a bit on the easy side. If it was someone's first time playing, I imagine that would be good. The hardest part was with the vertical block pusher into a vertical section, that has a enemy spawner further along. This was mainly due to not having a good way to kill the enemies in the vertical section.
The movement is very cool. Only it’s questionable that walking on ground is slower than walking in air.
I’m not very good at bullet hell, would personally like more Mega Man, but - really promising feel. Just add content and you have a good game. Then make RoboTemplar2, of course.
Blasting enemies in this game is really satisfying. My first encounter with the boss didn't go so well but then I noticed that touching the boss and drones didn't hurt me which made things a lot easier, not sure if that's intentional. Also wish walking wasn't so slow, that's my only complaint. Nice one so far.
Comments
Fun stuff. I love the concept of a robo-paladin with a big shield, I only wish I could use it to block/deflect/absorb projectiles with it (but I get how that could go against the direction you're taking the game in.) The controls feels tight and responsive, about what you'd expect from a game like this. The art is charming in an amateurish way, I'm a fan. The demo was very easy, but that's to be expected given that it's just a tutorial. I'm eager to play some real levels of this game in the future.
P.S. remind me to never attempt this level of detail ever again!
I have no words for your fanart (I'll make it my avatar asap). Thank you so much,
I am adjusting it because some people died a lot vs shieldboss. There are already more levels to play, but I'm still rebuilding them for 400x240. Next demo will have a lot of more stuff
Thanks again!
Less of a megaman/vania and more of a shmup to me. I see what you did there, with the tiny hitbox and lots of bullets. An interesting idea to use some of your health for a screen clear, I think it works (in triggering my anxiety of using it)
Short and sweet. May be painful for those not experienced with shmups, but hits just right for those who do.
Great game, looking forward to see some more content!
-Orange companion is neat, but for what purpose does he serve?
-Moving blocks are cool, but I wish they had a unique sprite besides the stone so they can be easily distinguish. One stone was set off by the player not timed, that could also be differentiated somehow.
-Finished the demo, boss was fun. Overall, a bit on the easy side. If it was someone's first time playing, I imagine that would be good. The hardest part was with the vertical block pusher into a vertical section, that has a enemy spawner further along. This was mainly due to not having a good way to kill the enemies in the vertical section.
Good stuff, keep working on it.
ty for commenting
it's rare, but sometimes when you get hit he will eat the bullet and be smug about saving you.
that trap was a hidden on purpose, some players see something fishy about that room
thanks again dude
https://www.twitch.tv/videos/2079129703?t=0h15m45s
The movement is very cool. Only it’s questionable that walking on ground is slower than walking in air.
I’m not very good at bullet hell, would personally like more Mega Man, but - really promising feel. Just add content and you have a good game. Then make RoboTemplar2, of course.
it's basically robocastlevania. i kinda love it
no complaints, the weapons are satisfying, the art is good, and the various effects are on point
templarVania
Another anon call it jetpack knight once
Blasting enemies in this game is really satisfying. My first encounter with the boss didn't go so well but then I noticed that touching the boss and drones didn't hurt me which made things a lot easier, not sure if that's intentional. Also wish walking wasn't so slow, that's my only complaint. Nice one so far.
thank you for commenting dude
Yes, shieldboss dosen't dmg you on touch on purpose (because it's a crusher boss and crushers that tease it's moveset dont do that)
Also walking is slow on purpose to let you feel that flying is better. Of course I need to design better levels to reflect that.
The controls feel really good to use. Looking forward to more!
This demo was a lot of fun! The gameplay was so addictive I played it a second time by inertia.
My only feedback is that the boss music is too relaxed compared to the regular level music so the track falls short, imho, but good stuff otherwise.