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(1 edit)

robotemplar is always a fun time

i played through it again using KBM. i tried the outer walls and the challenge modes this time around

the gobbo run mode was fun, but a bit simple. i was about to clear the whole thing in 1 go. i didn't like how some paths (ex: choke points between rooms) required me to hit a -1 time box. if the player has to hit them, may as well just reduce the total time by that amount instead, since presenting the player with a "bad choice" and giving him no options to avoid it is generally always annoying (for me, at least)

the PAT mode was hard, but it was a fun challenge. i wasn't able to beat it, though

the pacifist mode i couldn't figure out, i got blocked by that plant. i dont have the head for puzzlegames, so i assume im being a brainlet


for the outer wall levels: i don't like having the floor, well, *there* for the anti meteor shields. getting into them often times meant Deus Vult Man will begin walking since i accidentally touched the ground, killing my momentum. i don't know what solution you could implement here without just getting rid of the floor and making it some space section thing, though.

something i noticed that's new to me was that taking damage would pause/freeze the game for .5 seconds. this felt awful and im unsure if this is a deliberate change or a bug. it feels like an error, and i don't remember this being in the previous version i played. i don't mean that the player would be invulnerable or something - the whole game would stutter for some time, then would proceed as normal. no clue what that's about

there were some menu shenanigans, and the game doesnt like me alttabbing - the character would enter a non-stop-shooting mode, but aside from that nothing was particularly awful

keep in mind im a KBM warrior, so my opinions are really not the ones you should read for balance suggestions or such things. 

either way, fun as always. i would consider at this point to have an option setting in the menu, since i dont like having to wait to be ingame before lowering sound/music, especially when i know it'll be loud. music also reset it's volume (to be louder?) when i first accessed the volume options.

keep up the good work

(+1)

Thank you for the kind words Towerdev. Dunno why you still have a santa hat in july XD

the gobbo run mode was fun, but a bit simple. i was about to clear the whole thing in 1 go. i didn't like how some paths (ex: choke points between rooms) required me to hit a -1 time box. if the player has to hit them, may as well just reduce the total time by that amount instead, since presenting the player with a "bad choice" and giving him no options to avoid it is generally always annoying (for me, at least)

I get you, my design for the challenges needs to improve, I never designed a timed race before and the bad feel to be forced to pick up a timeDown is fair.

the pacifist mode i couldn't figure out, i got blocked by that plant. i dont have the head for puzzlegames, so i assume im being a brainlet

If you mean BombaRun (palm icon) the solution is easy, you bomb to move forward.


what solution you could implement here without just getting rid of the floor and making it some space section thing, though

Yes, I have in mind to continue the level in deep space, but for now that level is quarantined.


something i noticed that's new to me was that taking damage would pause/freeze the game for .5 seconds. this felt awful and im unsure if this is a deliberate change or a bug. it feels like an error, and i don't remember this being in the previous version i played. i don't mean that the player would be invulnerable or something - the whole game would stutter for some time, then would proceed as normal. no clue what that's about

That's the hitstop+stop music when you get damaged. Players requested it on previous dd because they wanna be sure they know when they are hit (even if you become transparent for 2s when you get hit). It's a mechanic from hollow knight, I dunno right now if my implementations has some faults, so we'll see how many ppl it bothers.


there were some menu shenanigans, and the game doesnt like me alttabbing - the character would enter a non-stop-shooting mode, but aside from that nothing was particularly awful

thanks for reminding me, it's a known bug that I still haven't squashed. it's the simple "don't take inputs if you are not the app in focus" thing.


 i would consider at this point to have an option setting in the menu, since i dont like having to wait to be ingame before lowering sound/music, especially when i know it'll be loud. music also reset it's volume (to be louder?) when i first accessed the volume options.

Ye, I have to fix main menu options since 2dd ago, I really hate working with ui.

Thanks again, and gj for fixing your doors