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Credits & Info

Feb 7, 2013 | 4:21 PM EST
  • Daily Feature February 8, 2013

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67 Deep Sixer 5 Points Defeat the 67 Bots.
Bad Dude 5 Points Defeat the Bad Dudes.
Butt Pincher 5 Points Defeat the HUGE Jerks.
Castle Crusher 5 Points Defeat the Castle Crashers.
Channel Flipper 5 Points Defeat the Regular TV crew.
Emotikiller 5 Points Kill the NG Emotes.
Evil Slayer 5 Points Defeat the Evil Bosses.
Gang Banger 5 Points Defeat 10 random bosses.
Hate the Game 5 Points Defeat the VG Legends.
Jerk Killer 5 Points Defeat the Jerk Squad.
Killer of Legends 5 Points Kill the legendary characters.
N00Binator 5 Points Kill the N00bs.
Proletariat 5 Points Defeat the Bourgeois.
Travisty 5 Points Defeat the Travis Bots.
Troll 5 Points Defeat the NG Folks.
Unpatriotic 5 Points Defeat the Patriots.

Author Comments

Our old TVs have returned from being scuttled into space and they have made a sport out of killing humans!

Play as humans to fight waves of Raybots OR play as the Raybots and build new robots for humans to fight. The best robots will be added to official campaigns! Also note - that campaign list has a yellow scroll bar down the ride side, with a lot more campaigns down below!

Big thanks to Mike for all the programming support with the API and drawing tools. Big thanks to Stamper for the player select music and menu sprucing. Big thanks to RicePirate for the intro and select screen voice. Big thanks to all the testers who helped build Raybots!

A or Z = Primary Weapon
S or X = Secondary Weapon
Arrows - Run, Jump, Drop through platforms

In human mode you can earn trophies and compete for high scores in the campaign mode. You can also browse the Boss Files and discover bosses not featured in the campaigns! Your letter grade is based on how much health you maintain during battle. Your score is based on a combination of health and time throughout the campaign.

In Raybot mode, you can edit your level, draw your own robot face, equip hats and hands, customize your weapons and record a pattern. While recording a pattern, hit SPACE to open the exit, then walk over the exit to close your loop! Every boss is a looping pattern. You must TEST and defeat your boss in order to save him, otherwise it isn't fair sport.

You unlock hats and hands by voting on the Raybots you fight in human mode.

In Raybot mode, some weapons have alternate versions. For example click the bullet icon multiple times for different bullets, or click the bomb icon multiple times for different bombs. Remember, you can equip both your A and S key weapons! When customization sliders are available, give them a try and see how it impacts your weapon.

Tap your "M" key to toggle Mute.

UPDATE (2/8/13): Turns out there was a massive teleporting bug that could result in you not being able to open the exit and close your pattern loop. I imagine this is the cause of the complaints about that issue. It's fixed! You may need to clear your cache.



Rated 3 / 5 stars

I can't close my loop! D': The space bar it does NOTHING! >.<

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Rated 5 / 5 stars

Fucking awesome i remember seeing this and reviewing it on the art portaL! 5/5 just awesome!


Rated 5 / 5 stars

Fantastic game! Though I guess it needs a search bar, where you can find bosses searching by tags related to their name.

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Rated 5 / 5 stars

I love this game. :)
One thing though, there should be a level replay option. I really dont want to search through hundreds of files again or refresh the page (when using URL ID).

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Rated 4 / 5 stars

This is a very well made game. The user generated content is the big feature here, and all the little things are given exceptional attention. I love the ability to link straight to specific bosses; this feature on Newgrounds is phenomenal.
The one problem with the game, which echos in a lot of the reviews, is that the human gameplay is bland. Simple isn't bad; I appreciate that you can only shoot straight in front of you. But the mechanics just have very little potential for clutch decision making aside from movement. How about some examples?
I think it might be nice if the primary gun had a "medium charge" blast. Running away for a second and knowing that your option now is to mash the button for the best damage but lose all that charge time feels kinda bad and that would help alleviate it. Mega Man X had it perfect.
The flamethrower seems to be a kind of melee weapon for close range damage, but the damage it deals isn't that spectacular. You take damage if you touch a raybot and don't stun/affect it when it takes damage, so you really don't want to be close range. When you move forward, the hitbox doesn't remain far out in front of you, so trying to get behind a moving raybot to damage it from behind isn't possible. The only use of the flamethrower is if the raybot is stationary without any massive area damaging auras and not spamming attacks constantly. Pretty narrow usability.
This is just an example:
Let's say that we delete the flamethrower weapon and, instead, make the main gun have a grenade launcher function. When you press S or X, your human breaks open (shotgun style, baby) his gun and jams in a grenade round before firing a grenade that detonates after 1.5 seconds. The grenade is affected by gravity, bounces, but will only detonate after the timer expires. You wouldn't be able to spam grenades.
The grenade launcher is a gun with a lot more hidden depth. A delay before the shot fires requires anticipation of where the boss will be. If a raybot is below you or above you, bouncing a grenade off the floor or hurling one down a shaft can hit a raybot that you otherwise can't hit with your gun. A player needs to learn the trajectory and timing element, and while they can get that timing down, the user generated levels are always going to have a different construct which utilizes the player's acquired skill with that weapon, making it feel very rewarding. It would also naturally lead towards using the charge up blast on your gun. But if an enemy is directly in front of the player, hammering it with your gun would still be more effective than using the grenade. This would create, I think, a better balance between the two guns.
Or, if we want to stick with the flamethrower, the weapon could have it's own charge up effect but in reverse. Firing the flamethrower produces a long jet that is fixed to your character and even penetrates walls, but the longer you fire it, the shorter the flame gets, creating a natural back and forth between your flamethrower charge, gun charge, and gun spam depending on... a billion things.
In fewer words, the flamethrower is pretty bleh and making it (or something else) do things that the gun itself can't do would help make it feel rewarding to use without being in direct conflict with the gun's use.
So, that aside, the game has exceptional polish. Really cool game, Tom and crew!

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