Y U NO STOP ME FROM PLAYING MORE HAT FORTRESS 2?!
i wanted to writethis review before the game gets jam-crammed full of them. I will admit that while the options for doing up your Raybot are extensive, they seem to be lacking on the Human side...making for generic humans with no variety in weapons or looks.
HOWEVER, my favorite part of this game was the presentation and overall atmosphere in addition to the level to which you CAN customize the Raybots. I mean, that voice was perfect!!!
I think my biggest complaint is just having to go back and forth between the mouse and keyboard.
Also, somewhat disheartened that there weren't many options to customize your human and they can't shoot up or diagonally... however, this is a moot point as it seems like the Human/Raybot modes were tied together extremely well.
out of 10...
gfx - 10 (sets killer atmosphere, psyches you up)
sfx - 9 (awsome sfx and voicing, but songs get repeatitive)
design - 9.5 (overall impressive, but maybe lacking more features)
gameplay - 9.5 (a lot of fun, good controls, many choices)
overall, a killer game that showcases what Newgrounds can do. Awesome sense of doom the whole way, and fast-paced gameplay that runs well even on my 512kb of RAM...I think I will be playing Cathode Raybots for a long, long time!
Thanks! I should consider adding keyboard controls to get through the human menus... For the Raybot menu it's pretty much inevitable that you need to use the mouse.
Multidirectional shooter was considered but the focus was more on the classic restraints - when you can only shoot left or right you have to make specific decisions while fighting the boss and there are less opportunities to just get under or over them in a safe place.
Great idea. Basically, create your own Mega Man styled boss fight. It's a fun game but I have a few issues:
Lack of weapons for human and charge shot issue: Going to put this in Caps so it's easier to read IF YOU FIRE THE FLAMETHROWER LONG ENOUGH (like 5-10 seconds) YOU CAN DO A CHARGE SHOT WITH YOUR BULLET WEAPON. Problem is that there's no indicator if you have a charged shot ready or not unlike Megaman where he starts glowing if he has a charge shot. Would've been nice to have a little more variety.
Health is too high: I understand that you're going for a boss-rush style of gameplay but it feels like you have to make your bot as cheap and random as possible to really pose a threat. Because as a human I can just find a safe spot and wail on the boss and win by attrition rather than memorizing the pattern. I would lower the health so there's a real threat of dying and if you beat a boss that restores 100% of your health instead of 50%.
There is a light on the players shoulder that spins faster and faster and then blinks really fast when the gun is charged. I should add an extra notice that pops up when charging is complete but if you know what to look for you should see it now.
I debated a lot about whether to give back partial health or full health between bosses. The thought behind partial health is that it encourages people to always do their best. When you fight an easy boss it's tempting to be lazy and just take the hits while you spam them with bullets. Knowing that you want to carry over max health to the next boss means you have to always try to not get hit.
Is finding safe spots working for beating all the campaigns? Sometimes the timer will run out if you try to win by attrition in a safe spot. Balancing damage is something I definitely should have spent more time on though.
A really good game, i'm not disappointed at all, a damn hard good videogame. 5 stars for this one :D