You've been captured and taken prisoner by the Obelisk. As you are making your escape, you stumble upon ROBOY, a small robot in need of assistance. Can you safely escort ROBOY through the Catacombs?
ROBOY is a platformer inspired by titles such as Spelunky, Catacomb Kids, Vagante, and Dark Souls. Made for Ludum Dare 46.
Cute and fun game. The controls are a little awkward (WASD is usually reserved for movement) and I reckon having some knockback on enemies when hit would help the gameplay. Great work overall.
Fun game! The control scheme are a little strange, I would change to jump on W and pickup on S. But its not a big deal after you get the hang of it. Solid game
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21 Apr 2020, 16:39
I loved the visuals in the game, the controls were a little wonky though.
@arturnista Thanks! Definitely gotten a lot of feedback about the controls. We mapped it to controller first, then were trying to find a good solution for 4 action buttons on keyboard, and decided to try and make it match controller. Definitely feels awkward with "W" as jump the more I play around with it though. :stuck_out_tongue_winking_eye:
Something to explore with a post-jam version. :smile:
@mathieu-semin Thank you!! I should really play Dead Cells but the combat in it's current form is not close to what we were hoping for but unfortunately I couldn't figure out how to make it work well in time. Ideally it looks something like this: the rolls have a good number of iframes a la Dark Souls so that when you're rolling you don't take damage. Your attacks (and the enemy attacks) only deal damage when the sprite of the weapon is colliding with the character; currently the collision mask is static at the end of the animation while the enemy ramps up the swing so you can get damaged even though you haven't seen the damage happen. We're hoping to get all that ironed out. Thank you for playing and for the excellent feedback!
Nice game. The concept is cool. Pixel art is simple but nice. The only problem i have, it's when you hit an enemy, you will instantly be hurted by him just after you can't dodge him. You should make a cooldown on enemy attack or invulnerability for the player. Great entry :)
@akadream I completely agree!! It was in our original scope but had to leave some of the combat refinements to pursue things we felt were more important. There is a cooldown on the enemy attack between attacks but having one before is a great idea! Thank you thank you thank you.
Nice pixel and animations! With the dodge role I felt like a little Souls character ;) Roboy looks like a pokemon and I have to take care about my pokemon! :D
@amerigo-gazaway@talia Thank-you both for the kind feedback! I didn't think of Roboy as looking like a Pokemon until now, but now I can't unsee it, aha.
This game has some potential but the controls are too hard for me. I played using a controller and some movements were too hard to predict. The robot moving on it's own when you leave it behind is a very nice touch.
Polishing a bit the controls may change a bit the level design but I think could improve a lot because everything is on point except that.
Comments19
The movement controls are pretty tight - but the combat felt a little bit rough/unfair.
Nice work! Overall it's on-theme, and feels complete.
Something to explore with a post-jam version. :smile:
I think you have a great base to built upon ! I also liked the level design and roboy's character design
You should make a cooldown on enemy attack or invulnerability for the player. Great entry :)
Polishing a bit the controls may change a bit the level design but I think could improve a lot because everything is on point except that.
Good job overall, I had fun playin this :)