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Robofighters's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #76 | 2.236 | 2.500 |
Originality | #81 | 2.795 | 3.125 |
Fun Factor | #82 | 2.236 | 2.500 |
Visuals | #84 | 2.348 | 2.625 |
Overall | #92 | 2.124 | 2.375 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your game a video game or a physical game?
Video game
Was your game made solo or in a team?
Jirue - Lead developer and game designer, Thaewyn - 3D artist and animator, Phopps - Developer and devops
Did you use any third party assets, if yes what assets did you use?
Yes, the audio is "Stealth Battle" by meak363 and "Action Rhythms" by David Fesliyan
Did you choose from one (or more) of the optional secondary themes?
Arena
Does your game contain 18+ content (Nudity, Gore, Language)?
No
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Comments
Simple little turn based fighter game. Would love to see this expanded with additional equipment, more skills/attacks and additional enemies. Great little start. The taken damage animation is a bit long, might want to shorten it a little. Disco hyper beam was pretty funny to see.
Loved the idea.
Feels like really good groundwork for something fantastic. I adore how the mechs look with their floating limbs!
Cool entry!
I think the concept is interesting and with more work could turn into something really unique. I like the fact that you can customize your mech (although I wasn't able to use the build screen to do so), because it makes me think that you could have different abilities show up depending on what parts you have equipped.
I feel like the game could benefit a lot from more work on the game feel side of things. For example, when you attack, the animation where the mech cocks back the arm is cool, but then the swing doesn't feel too powerful, and the sound effect you chose for the punch sounds a bit too light, like you're hitting a small metal object. If you can sell the player on the size and weight of the mechs through those things, I think you could have a much more satisfying game feel all around!
I think you could achieve a lot of interesting things in terms of mechanics. At the moment, I don't think there's ever any reason to defend because the enemy mech seems to always go for attack. I tried defending when I thought their special would come online, but they just punched me anyway, and never used special in the fight. However, this made me think that if you maybe made a few more mechanics, and tweaked the AI for the enemy, you could achieve a very cool sense of strategy in which you are trying to figure out what your opponent is doing to counter it.
I hope you keep working on this, keep up the good work! :)
Absolutely.
There's a lot of various things that we wanted to add to refine the experience, just unfortunately had to deal with some stuff in our lives that prevented us from committing as much time to the project as we would have liked. I'm hoping to go back later to try and refine things further... had various pieces of the system put together like the ability to equip different robot components to effect stats, but didn't manage to get the UI for it hooked up in time.
Enemy attack variation would also have been nice, yeah. Currently it's just running on the bare minimum I threw together at the very start of programming the combat system, so it only has a basic attack as an action choice.