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Team Robostar

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A member registered Apr 04, 2018 · View creator page →

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Hi, it's super flattering to hear from someone so long after putting the game out! To get through that door in the violet area, you need to activate the console in the room at the end of the red area where you and Emma fight the turret together. That will cycle the power and cause the doors to the secret, final area to open.

To kill Phaiston himself you need to go through a pretty convoluted path:

- cooperate with Emma in the red area to wire the core

 - use the terminal to cycle the power in that room before you leave

 - kill Emma immediately afterwards and take the detonator from her

 - go back to the sealed door in the purple area, which will now be open

- in the area beyond, when you reach Paris, don't immediately murder him (this is possibly the most difficult step.) Disarm when he asks you to but keep the detonator equipped.

- join him on his escape pod

- during the ending sequence, Phaiston will now talk to the reporter from onboard the station instead of Paris. When he starts talking, press the button to activate the detonator.

Gratz on the game, from one twinstick low-res saving-humans-from-killer-robots game dev to another! I really love the innovative mechanic of "the people you're rescuing are your power up", and how alive you're able to make the backgrounds look with just two bits of colour!

Hey, I just saw this (and spotted that you'd streamed it) -- thank you! It really means a lot to me to see other people enjoying the thing I made!

Apologies for the near-heart attack from the static! I added in sound effect sliders really late into development and apparently didn't catch everything that might have been affected by them.

Re the stuff you mentioned in the stream: you're right in that the main thing which affects the ending is whether or not you kill Emma and whether or not you open the station's comms. Once you've helped Emma wire the station, she'll carry out her plan to blow it and escape to Mars regardless of whether you escape with Paris or kill him.

And you were absolutely right: it is possible to get an ending in which Harold Phaiston gets what's coming to him -- although it takes a pretty circuitous route which I'd prefer not to entirely spoiler in the comments here :) The first step is to turn on Emma immediately after you've helped her wire the core to detonate; she'll drop what is arguably the most powerful secondary weapon in the game, even if not everybody recognises it as such.

(Oh, also, you can skip the ending credits / ending by hitting escape!)

I've just released the full version of my game, Robostar.

Heavily inspired by Hero Core by Daniel Remar, the game features about two hours of gameplay as you explore a space station overrun with robots and try to save its inhabitants. The game has a Metroidvania-like focus on exploration, discovering new weapons, and finding logs left by other characters that reveal more about what was really going on.

Robostar has about two hours of gameplay, start to finish, and depending on the choices you make you may see different pieces of dialogue, fight different bosses, and see one of several endings.

This is the first game I've completed. I'm really proud of what I've done, and I hope you enjoy it too!

https://team-robostar.itch.io/robostar

Sure am! It was one of those things I thought I'd remembered and then never got round to adding in.

Thank you, that's really useful feedback! I would love to see the libraries you mentioned, I was never quite happy with the compromise on the particle effects.

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https://team-robostar.itch.io/robostar

I'm creating a twinstick shooter with 8-bit inspired graphics in Unity. It's called Robostar, and it has a focus on exploration as well as pure action: my goal is to tell a story as well as giving the player an exciting gaming challenge.


This is partially my teach-myself-Unity project: I've tried developing in a few other languages in my time, but Unity has been the first that's made things easy enough that I've felt like I could stay the course.

I've finally reached a point where I'm ready to show the first area off and gather feedback on how the gameplay handles -- I would really welcome feedback and commentary on what's fun and what isn't!