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Reviews for "Randobot"

THIS GAME IS SO FREAKING HARD LIKE ITS FROM HARDEST GAME SITE FROM EVER

This game really illustrates the difference between a game being hard and a game being cheap. Cheap games rely on luck and memorization, while hard games rely on timing, reflexes, and strategy.

This game definitely felt like it was more cheap than hard until the last level. When you died, it wasn't because you made a bad decision or didn't find a better route, and there typically wasn't any special way to destroy enemies that didn't require an input from you that may not work. You died because the game decided you wouldn't crouch or jump the 5 times you pressed the button to do so, and you fell or got hit with an enemy's shot and died.. There's no other strategy to the game to minimize this other than put more points into certain things, and even then it's still just pure luck whether or not it works.

It becomes genuinely hard on the last level, where you've fully upgraded everything and it becomes about reflexes and timing, and that was a fun level with an feature where you got to choose where you ended the level. That was interesting, but the rest of the game is just cheap.

I liked the backdrop, as minimal as it was. Playing the game on hard added an extra fun twist to it. But the gameplay just wasn't challenging or fun, just cheap.

Great game offering another perspective of the game ! Not all games are like this one is made deliberately and that's innovative and can remove (for some people ^^) the pain of losing by luck. Though the music is appropriate, I don't like it, that's why I went for a 4.5 :p.
But great idea :D.

I've got to disagree with all the users that are saying that the probability makes the game "too hard" "unfair" or "too complex". I mean honestly, if this game were a straightforward platformer game it'd easily be called out for being too simple. Dealing with the chances that a command wouldn't work forced the player to take less risks when advancing (I.E. playing the odds) and made the otherwise rather simplistic levels a challenge. For those claiming that the element made the game too "glitchy" it's really not that much different than any other upgrade game, you upgrade to give yourself an easier time with whatever's coming next. I found the dialogue fairly enjoyable, especially the text that came up throughout the hard mode. My only real complaint with the game is even with the command probability system, it's still fairly easy. A great deal of the energy is still basically handed to you outright, even if you're just trying to advance, and in collecting everything probability plays no role, which I can understand, but it kinda makes the ending level a bore. Overall great work with or without the naysayers, 4.5.

I agree w/ veanum, this is a bad idea for a video game. I lost count of how many times I blamed the game for getting me killed. A good game never takes the brunt of a player's blame for their deaths, as the player understands it was their fault. However, how am I to know the probability the computer decides to calculate when to activate a glitch or not without having a scientific calculator in my head? Keeping in mind my math isn't that bad, but you're talking about expecting the player to remember complex computer algorithms just to stand a chance and 'figure out' when the glitches will happen or not. Aside from mathematicians who may happen to be gamers, you aren't gonna get anything near that from your audience.

Actually, I'll retract part of my original statement. This isn't a "bad concept" per se; in the right hands a game built around glitches can be very well done, but this is a terrible implementation of it. At least offer a probability system easily understood by the player, a gauge of sorts for different abilities trending to show when they will "glitch" (overheat) or something, etc. As-is, it's just not fun (and as someone who's played games like Super Ghouls 'n Ghosts fully and enjoyed every second of it, THAT is how you do difficulty the right way in games, generally speaking).

I do have to give you compliments for the art and sprite work, though, and is the main reason I'm rating this as high as I am. It's fantastic visually, and shows you put some serious effort into the graphical side of things. The music was repetitive and felt out-of-place, tho, like it was trying too hard. So if you ever decide to do a sequel, definitely stick with the visual style but seriously consider some of the ideas I suggested and others to make the game actually playable and fun, w/o skimping on the challenge.