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A puzzle platform game with a twist.
Master the force of gravity to pass each of the 20 mind-bending levels.
Thanks to Adam_Atomic, Eiswuxe, Kevin Hansen, Ari Feldman, OrionPax and Kevin MacLeod.
Edit - 2010-03-09:
Added the Newgrounds API and medals to the game. Biggest thanks to TomFulp and Newgrounds for greatly supporting me.
Edit - 2010-03-11:
Added a "back to menu" option to the game. Also added a site-lock. In case you wanna host this game please use this version: http://codinsoft.de/games /robo-run/
Broken and glitchy.
Game isn't even really playable, Level 3 seems to randomly glitch on people or we are just really that dumb, doesn't seem to be anyway to jump on anything so you're just stuck there.
Also saw other comments about other levels doing this, kind of ruins the fun.
I did enjoy this game, but there was one thing that really nagged at me the whole time.
Its the way the players character interacts with the spikes. It was ok to run up against some vertical spikes, if you were walking along the ground/ceiling and just bump into the sides, thats ok and makes sense. But it seemed that if you were up against the sides of some upwards pointing spikes, and you jumped, up and over the spikes, you would die if on the way up.
I feel that if its ok to go up to the sides, then you should be able to treat the whole side of the spike as a wall, not a spike, it seems like you had the upper part of the side of the spike as a kill zone.
Great game though, well done.
do you know what'd be great? the possibility to change gravity while in air and also, the possibility of denying sliding.
i didnt even finished the game, because it gets kinda repititive when you lose over and over
A challenging and fun platformer.
Apparently this game is a copy of WWW. Since I have absolutely no idea what that is, and a search of that ill-considered abbreviation brings up the entire internet in Google, I'll evaluate it on its own merits.
So, this actually a decent overall game. The graphics are reminiscent of early-generation SNES/Genesis games, which is OK from a retro standpoint. The music is repetitive, but its not headache-inducing repetitive, so it's passable.
Now, the gameplay. First of all, there isn't anything particularly mind-bending about this. It requires some thought, but most of the difficulty in this game involves execution. However, I don't disagree about the puzzle-platformer tag.
The Mario-style controls are familiar to many gamers, and I think the level-designs are built very well around them. Especially the parts that involve the player really needing to consider jump height and momentum to pass some very difficult obstacles. The challenge is definitely the highlight of this game, without it it would be left to stand on puzzles and presentation alone which are mediocre and decent respectively.
I think 20 levels isn't bad, and considering there are no saves is probably just about right. If you decided to make any future installments, maybe having blocks of ten or so levels with the same continue rules would be quite cool. Some argued that there should be a few secret areas, although I think guarding the extra coloured orb thingies with difficult jumps is satisfactory, especially given the lack of a save feature.
Overall, I think the mechanics and presentation of this game aren't so special, but the level designs are good enough to make it an enjoyable platformer.
By the way, if you do make another platformer, you definitely should not tone down the difficulty. The collision detection is more than good enough to justify the game's challenge. BTW, 6 = good
Almost everything about the game was great. My one complaint (and I have this complaint with a lot of platformers lately) is that after you stop pushing the left/right key, he continues to slide for a bit. I know this is an aspect of platformers that's supposed to add an additional element of skill, but I still hate it.
Also, inability to change the gravity mid-jump is disappointing. In the first 5 levels I could have used that to great effect. I'm aware that an instant gravity toggle without limit would equate to "floating" through the level and I would never want that to be allowed, but being able to do it once every second or two, or maybe only once per jump would have made this game MUCH better.
Context? Context is for casuals.
Hexagon Puzzle Game
An old style, pixel-art noir adventure, inspired by classical point-and-click games.
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