Awesome game, just spent like an hour playing haha.
+1 on disabling traps. It just makes the game slower. +1 on auto weapon recharge when dead. There's no reason that I should have to wait.
The edges are fine imo, they add a bit of challenge. Otherwise it would just be possible to randomly press awsd without looking much.
Also, I enjoy the shopping. It's fun to think about different play styles and shotgun vs blasters.
One thing is that I just ended up using mostly just blasters. Without being able to switch between 4 shotguns and 4 blasters quickly, it made more sense just to stick with blasters.
Fun game!
Re:My latest flash game, Robokill 2
by reitzensteinm on Wednesday December 30, 2009 @08:43AM
(#1022393)
Not sure about disabling the traps after regular enemies are dead - I kind of like that! And a lot of the appeal of the full version is the RPG aspect, I think we'd probably do a lot worse if we toned that down. But I like the rest of your suggestions!
* Make the weapon recharge happen automatically when the level clears or you die, so the player doesn't have to stand there and wait for the recharge.
* Disable the traps after all regular enemies are dead. There is no additional challenge or fun from killing a few slugs while you run around and collect your big prizes.
* Automatically do something sensible with charge ups and get rid of the store and equipment screen altogether. The fun factor of shopping is not high.
* Make a big cursor indicator so it's easier to see the player and the target at the same time using peripheral vision.
* I would get rid of falling off the edge.
* I kept hitting the map button on E by accident and I want to move it.