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Roguebot Rumble

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If the game seems to have a seizure, try clearing your cache and loading it again.

Also, WebGL games seen to run better in Firefox, so if you have that installed, give that a go too.


Update March 7, 2010: Put a bunch of tweaks and fixes in. Player gets a bit more health now, and the heavy (blue) robot isn't so cheap anymore. Checkpoints will be set on EVERY floor now.


Update March 4, 2020: Added CHECKPOINTS! You will be able to continue after every bonus level now. Also loosened up the level loading filters so you should get more variety now.


iu_252398_81981.png

Update March 5, 2020: I uploaded the correct fucking file this time so you can actually USE the checkpoints. I need to start deleting some of these old versions....


If you see just a white screen, that's normal. Ruffle doesn't have any preloader visualizations yet, but it IS loading the game. Just be patient!


Another option is to use the NG Player. You can go to your account page, and uncheck the

Use Ruffle Flash emulation, if possible option.


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Controls:


Arrows: move around

A/Space: jump

S: heavy attack

D: light attack


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RogueBot Rumble was made for the Flash Forward Game Jam as a kind of last fling with Flash. A lot of people put in a lot of work to get it done in a crunch, and it's been pretty frustrating that it doesn't work for everyone. I wish everyone could experience it, but we really appreciate all the positive feedback from everyone that has been able to run it, and especially the people willing to take an extra step (like opening Firefox) because they really wanted to give it a play.


This game was built to be a socially powered beat-em up. My initial idea was kind of an arcade style beat-em-up, mixed with the game loop of Super Crate Box. Then I wanted to give it a bit of a roguelike flare, with levels that change after you die, and a tree of progressive upgrades you unlock along the way so you can make it further and further with each new attempt.


That meant building an entire level editor, and making it so everyone on NG could build floors and help create an unlimited number of potential towers to play through.


The custom tower tool was meant to be a bit like Mario Maker, where you could make a gauntlet of levels and challenge your friends to beat it.


The development of this game was an uphill battle. @Mindchamber and I started working on it shortly after the Jam was announced, but were only putting in a few hours a week as time allowed. When the deadline was extended, we expanded the scope of the game a little, figuring we had enough time. But then the post office got slammed hard and MC got seriously sidelined to the point I had to take over a lot of the art duties along with the coding.


As the jam deadline got closer, I was starting to panic a bit, but @billpremo stepped up and offered to help. He was originally just going to tackle the backgrounds, but with MC taken out of the mix so badly, he picked up a ton of the animation work too.


As we were banging out work, @Buhlboy volunteered to make a few UI assets, and banged out a couple of the animations we needed done as well.


@bitbeak was bored and ended up helping out of the blue too, banging out a handful of animations in just a few hours.


Thankfully, @Spadezer was in on the project early on and put together a banging soundtrack, supplemented by some equally kickass tunes from @RealMrSnuggles. Even if you can't play this game, you should really check out the OST because that shit slaps super hard!


Game jams don't always turn out the way you'd hope, but this one set me up with some really cool relationships for future collaborations, and I wouldn't trade that for anything. Everyone that came together to pull this off was just awesome, and I appreciate them all a ton.


Regardless of the early disappointing tech issues/overall weak launch, this was a pretty cool experience, and while I will never make another game in Flash again, it was an intense final fling with an old flame.


This won't be the end for RogueBot either. With all the lessons learned, we plan on creating a new version of this game that focuses on the parts we think turned out really good and cutting some of the ideas that maybe didn't land so well. Obviously, the next iteration will NOT be a Flash game, and will be much more accessible (even to Mobile players).


Finally, if you made it this far, just... thank you for actually reading these comments. It's crazy how many people just ignore them, and I appreciate you for not being one of them.

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I think there's a pretty decent concept here, but at the moment, the execution felt very rough for me, leading to a bit of a mixed bag feeling.

To start, it was very confusing for me to figure out the rules of the game: eventually I grasped that it was a bit of a defense game where you try and stop a lemmings-esque swarm from entering your portals, but until then, I had no idea. The energy bars on the portals are so tiny that I barely noticed them, and even when I did, I was confused why, when the enemy enters one of my portals, that it adds energy to their portals instead of damaging my portal, which I felt would make more sense. Furthermore, when I beat the level, I actually thought the game either bugged out or required me to manually quit out to proceed to the next level because I didn't notice the exit portal. I notice you do have little signs that point to objectives, but they disappear so fast: maybe they should stay present all the time, or at least stay for the entire duration of your first level experience to serve as a tutorial.

The combat was alright once it got going, but it was a bit annoying that you don't start with a full array of moves: instead you only get your combos piece by piece very slowly, making combat feel very boring until then. I understand that maybe it helps teach the players the moves, but it just took so long to get to the good stuff and I felt unfairly gimped. Having said that, combat still did feel somewhat lacking even with the combos since the game didn't seem to require any strategy for their use, like using heavy punches for greater knockback or to break shields over using light punches, which could maybe double as mobility options for getting around the arena faster. I'd push myself to use the combos to keep myself excited, sure, but more often than not, I'd screw myself over since it would be better and faster to just take them out with the same mash combo over and over.

Levels were a bit tricky as well, since they fluctuated in difficulty and thus, didn't feel like they gave a good feeling of progression or story to the game. This issue is a bit exacerbated by the reliance on user-created levels as well. The character also had a floaty way they moved which caused me getting caught a lot on geometry or having no way to engage with an enemy without bumping into them, causing damage and frustration.

Again, I think it is a really neat concept that could definitely work: when you have the right level with a right combination of enemies to fight strategically, it can lead to some really hectic and fun brawls where you need to improvise. But at the moment, I just wasn't get the scenario much of the time. As down as I sound on it, I still feel its a good core that I had fun with, and I look forward to the continuation of RogueBot that you allude to, which hopefully this feedback can help in some way with.

MindChamber responds:

this was a fair and thoughtful critique, and I agree on all counts, thanks for taking the time to review

i cant play when i select a level a black screen apear

Very addicting, had me playing for hours.

ta bueno

blue robots look sus