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Super Mega Bot is a challenging and fun platformer. Put your platform skills to the test and work your way through 21 levels by avoiding spikes, lasers, bombs and other enemies.
I would put in an slow motion power-up or power bar to help with the difficulty problem or maby you wanted us to grow some chest hair anyway well done
It gave me heartburn
I gave up at level 5
After the first few or so tries getting used to the controls. It became a addictive so that the user would have to have their complete focus on the game as it continued on.
The game was very well made, I did have some problems with it though. The physics for hitting a wall were a little wonky, when I hit a wall, I expect either the momentum to reset (if hit slow enough) or to bounce off (when at high speeds), not because it makes it easier, but because its how its supposed to work, but the robot would "stick" to walls when I hit them fast enough, so when I would be navigating those tricky left right corridors and hit a wall, I would hit the opposite direction button to keep going, but the robot would stay at the wall for a few seconds, this was a little irritating, but not so much that it ruined the experience. The second problem was also minor, when I spaced it perfectly to just nick the corner of the box on either a blue of a detonation one, I would be rewarded by the hit sound and the points/explosion, but the robot would simply keep going along his path, generally to his death, It was a little frustrating. Good game nonetheless.
This is a good game, first and foremost. It is challenging and has a good difficulty curve. Also, it has an original take on the platforming genre that has a unique feel to it. However, there are three points that I would personally like to see worked on in a sequel.
First, the music is rather bad. Except for a single track it gets annoying and repetitive very quickly. So, when combined with a game that has a high potential to be frustrating it is no good.
Second, I believe the hit boxes need adjusting. For instance, the upward facing spikes can kill the player if they are touched from the side even when the sprite is not being impelled toward them any further. Normally I wouldn't bother with that one but you also had 360 degree spikes as well so it seemed a redundancy. Also, there are the exploding platforms. They sometimes would explode after I died leading me to believe that I touched them and yet did not bounce.
This brings me to lastly, the camera. It follows far to closely the path of the sprite on long vertical travels which sometimes makes it very difficult to control accurately. It doesn't need a whole lot just a little tweaking and I believe it will be fine.
There is one more thing that I believe could use some adjustment, but this one is entirely subjective. It seems to me, however, that the acceleration and deceleration rates are far to slow and could be turned up. I will not lie this one fact is what caused a very large portion of my poor sprites deaths. Of the two, I would feel that the deceleration rate is the more important to increase simply because this would be the most beneficial to accuracy of landings.
As a whole however this game is of a very high caliber. I especially enjoyed how it encouraged quick thinking and planning out the steps when you could. I would very much like to see a sequel with maybe a few simple power ups and maybe a final boss fight would be good as well. Another possibility would be to add some puzzle elements. I really think that would be an interesting way to take the game but the best of luck to you whatever you do next.
Welcome to the theatre of your mind, Dale
ANIME-Y HIGHSCHOOL STUPID OTAKU ADVENTURE ACTION EXPLOSIONS YAY
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