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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!

Controls:
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.

Reviews


sebabosssebaboss

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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Julian28Julian28

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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zazorzazor

Rated 5 / 5 stars

Evil lvl make me cry, damn heck2...


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PhobotechPhobotech

Rated 4 / 5 stars

Very fun idea for a game! I had a blast playing Cathode Raybots...but, and I'm aware much of this will change with coming patches/updates, there's several glitches and unintentional flaws in my hours of play through.

Most notably is that I never seem to keep whatever hats or hands that I unlock for my Raybots. I knew something was up when I kept earning the trash-can hat every time I downvoted a Raybot I didn't particularly like, but when I unlocked a whole SLEW of hats and hands after defeating the Travis Bots and Jerks, I was MIGHTY disappointed that I would have to fight them all over again just to keep those cosmetic items.

Sometimes I would choose to access the game by clicking on the icon of a custom face I had made...right there from my user profile. Let's say the character I wanted to fight was my design, "//Run:STAB-Demon" The new page would open, Cathode Robots would load, and it would bring me right to what was supposedly Stab-Demon's stage...the clock would countdown, but there was no environment or characters...only the background graphic was visible. Shooting would drain a non-existent enemies health to zero, acting like I had won at the end.

I thought this was the only instance of this glitch, but somehow or another, I started a campaign, this way. This is how I defeated the Bourgeois; as an invisible human, on an invisible stage, "shooting" at nothing, winning boss after boss. However, the game DOES have a tendency to sort of reset itself after a weird glitch...the next campaign was perfectly normal.

Occasionally when saving or loading a Raybot, all music and sound will abruptly die. Toggling mute (M) does nothing...but after a long while, the music and sound will (startlingly) return in seemingly arbitrary circumstances.

Onto my thoughts on the game itself, I loved the concept. The intro is simple, short, and sweet, and the robotic voice over is awesome...it's a REALLY dramatic, very cool voice to attribute to the titular droids, but aside from the intro and the select screen, we never hear it again. I would've liked to have heard more of it.

Even Ching Chong Beautiful had TomaMoto's Announcer guy. It would've been cool if the vignette, transferring the human from one boss to the next was accompanied by some crass, degrading Robot Host...spitting insults at the inferior design of the fallen 'bot, and the inevitable decay of this insect fleshbag.

But, maybe that's a bit much. It's a straight-up arcade fun-fest! Though it says "campaign", it's evident we're not here for the story...I, personally, think that was a missed opportunity. There's something to be said about the MASSIVE undertaking it was to knock this beast out while balancing life outside of NG, but I personally see the platform that IS this game, at it's core, with much greater potential. What we have here is a budding plant, expanding with user-generated content, when it could absolutely be an ass-kicking tree, TEEMING with user-generated content.

I can't complain too hard...I'm absolutely engrossed with the challenge and the fun this game provides. I love to design new faces, and I've been having a great time with the level editor...I just wish the level editor was capable of more too. After a few maps, you really begin to realize just how little a space we're left to work with. With the only varying elements being between blocks and platforms, there's only so much you can do before you've seen every kinda scenario. I'm not suggesting the addition of hazards, or (platformer cliche here), but if we just had a BIGGER map and different shaped structures...hell, at the very LEAST, a different background than the same purple environment with the same drone looming over the top left quarter.

I read your response about why the human wasn't provided any upgrades. Well, the Raybots don't have much in terms for upgrades either, but instead they have cosmetic customization. Well SHIT, if anything would even be remotely concerned about their appearance, one would think it would be the human! lol Varying helmets, armor, whatevs!

GG! Voted 5!


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Rubix-N00BRubix-N00B

Rated 5 / 5 stars

i like the whole thing, from concept to execution. fantastic job guys!

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