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Robot Uprising's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals(Graphics) | #2 | 4.667 | 4.667 |
Sound/Audio | #8 | 3.000 | 3.000 |
User Interface (UI/UX) | #9 | 2.833 | 2.833 |
Overall | #12 | 3.000 | 3.000 |
Fun | #13 | 2.500 | 2.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://micahpharoh.itch.io/robot-uprising/devlog/409875/big-overhaul
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Comments
Pretty decent. That is what i like to see in UE4 games. Was it inspired by arena shooters like Quake III, Overwatch, Apex Legends? Unusual to meet something like this in Jams, this is great. +Recommend.
But hey, no title screen, no menus, no level streaming, you just drop the player into arena (not even at the safe spot) and say "Go Fight!". It definitely should be added in the future. Keep up the great work!
Thanks for playing! I built all the gameplay systems from scratch minus the HUD and 2 impact systems that I integrated together. I just wanted to build a game that would pressure test all of my mechanics and an arena shooter fit the bill. I grew up on competitive arena shooters like Unreal Tournament so this felt like the right way to do things.
Sure it is a great way to do the thing! Competitive Arena Shooter is a Gem of fangames, no one else does this as a fangame for jams, especially with such a good quality - effects with materials, post process effects, global time dilation...
However, let's call it a next task to implement: every game should have a Title Screen, Main Menu, maybe Game Mode (Meaning not a [GameMode] asset but terms of gameplay: Story Mode, PvP arena, Survival Mode, etc.), Character Select (if many characters available), Arena Select, all this stuff.
If you play my game, you can pay attention to how the menu flow is made there, as a great example, and surely you are able to implement something like this in your game too. We live - we learn!
Thank you!
Good game, I feel you should let the player shoot using the controller but it's because I am more than a controller guy due childhood Ps2 xbox 360. . . Easy fix
Thanks! I didn't add controller support because I haven't built a settings menu or develop an auto-aim system. I'm a controller guy too so it's pretty high on my list of things to add in the future.
I enjoyed the visuals, and the controls were nice and smooth.
I played the version 2.0.
A couple minor comments that I think would add well to it.
it is weird when the player dies to let them look around. I think the camera should show themselves on the ground and be out of their control, or flip up to the sky or something more obvious. (if you die with your back to the wall, you don't really realize it)
I think the scale of the guns is kind of funny. I think everything should be multiplied by 20 price wise. the thought of an $8.00 gun is funny.
The head shots are disproportionally epic (always one hit) compared to hitting the body which takes a long time.
Overall looking polished!
Is your goal practice? if not, what are you going to focus on to make your game stand out from all the other shooters on the market?
Thank you for the feedback!
I want to add death animations and some other cool stuff when the player dies but I didn't get to it for this release. The $8 gun was a bug but at least more people will get to try the shotgun. I appreciate your other notes as well.
Did you try the ability system at all? Keys 1-4 enable super powers that cost energy. This project is just for fun but maybe some day it will be more.
Them robots are tough!
That's what the powers are for :)
I found a couple huge bugs at the last minute but didn't have time to fix them.
I just uploaded V2.1 with bug fixes and balance improvements. The old one is still up if anyone wants to experience the version that was ready by the deadline.