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RoboRiff's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #443 | 2.582 | 4.000 |
Presentation | #574 | 2.195 | 3.400 |
Theme | #612 | 2.195 | 3.400 |
Originality | #690 | 1.936 | 3.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Power"?
The lore reason you're in the dungeon is to get batteries and therefore power. Gameplay wise whenever you need to collect batteries to "power up".
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Comments
Yeah, I too was missing the music sadly in a guitar game.
I kept dying even on easy mode, so maybe make easy mode a little....easy
The movement felt great. The aiming, the rotation of the gun felt a bit slow, so it didn't feel as good to control, it felt it was lagging behind my mouse.
I would like the health and power bar to be in the same spot (top left probably) as it's hard to look at both at the same time. Also I was not really noticing when I was about to die in the heart bar, it's obvious if you look at it, but we don't look at meters during action, so the "bloody red vision when you're about to die" while tropey maybe wouldn't hurt. Or maybe a dark souls health bar which is easier to see than the more compact version because it's longer.
I liked the legendary and rare drops choices, however, there weren't enough options at least in my 3-4 runs to make them strategically different. Obviously you didn't have a lot of time, but think of that in your design, a choice should end up affecting the gameplay, like in vampire survivors, where it seems to be inspired by, each weapon and powerup does completely different things.
It wasn't clear what the batteries did until I got my first power up. Maybe making the first power up come a little earlier (maybe as soon as the first battery) would help, as well as some labeling or iconography around the blue power bar. I don't think I even noticed the blue bar was filling up for a couple of minutes.
I liked the sound effects for blowing up enemies, I think I was missing something for shooting the gun also.
It's a fun game for a game jam, but I think it would need some sort of original mechanic or sauce to make it work as a published title. But if you wanted, the basics are pretty solid here and you could turn it into a larger project if you wanted.
Great job making the procedural levels, they seemed to work well and that must have been really hard to pull off.
Good job on such a short time frame!
Man I appreciate the feedback (sorry for the late response I got caught up in personal life and haven't checked in). I feel so bad that the music and sounds didn't get included because I feel like they really set the tone so I'm sorry about that. I also appreciate your feedback on gameplay design regarding the healthcare and XP bar. Something to note is that the easy mode isn't really much easier, enemies have slower scaling and dungeons are shorter, that's about it. Furthermore you nailed it when you said I didn't have time to make varied upgrades, making a vampire survivors style system is surprisingly hard and I went for scalability rather than quality. Altogether I appreciate your positive reviews and your criticism as well as how much effort you put into responding. (next time I hope the music works :| )
Really cool FX for everything! Very satisfying to shoot my weapon with the sparks flying out!
Thanks so much!
all the lighting and the projectiles splashing off the walls/enemies look great. Im not sure if it was just broke for me, but i had no music, which seemed a little silly in a game about a guitar wielding robot haha. overall really fun, very stylish.
I'm so glad you found it fun. There is in fact supposed to be music and sounds (I spent way too much time on) but I think it was bugged. Anyway thanks so much for the praise.