If you haven't played Robokill 2: Leviathan Five or want to try this action video game, download it now for free! Published in 2009 by Rock Solid Arcade, Robokill 2: Leviathan Five was an above-average sci-fi / futuristic title in its time.
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Heres some tips:use turtorials for easy instructions,always look at your inventory for weapons and upgrades. clear every room thoroughly;kill robots and cloning machines. Destory boxes and barrels for money to buy weapons and upgrades,also keys,shields and more. Use your map alot to travel to other rooms. Travel to the first room your are in to buy items. There are diffrent robots to kill,the bigger ones shoot out tiny robots that are pretty easy. Then there are mediumish robots that when they die they shoot a laser so move when they die . Never stand still while robots are attacking. Thats mostley it for this game and im not giving away everything so try to figure out the rest of this game ,bye.
hello again,ive just completed this game a second time. I have found new things out about this,collect as many keys as possible for all the rooms,I just cleared all of them today,you need alot of them to get to locked doors. There is a big final robot you must destroy at the end. Destroy all the boxes in the room where theres all diffrent kinds,I think all of them,and there is a medium size gun,pick that up and equip it. When you get to the final robot its alot more easier to kill for you. To get the full version of the game click anywhere to buy it or if you have one enter your e-mail address.
The free version of the game is quick, only four levels in total. For me the allure of stronger weapons and new rooms was overwhelming at that point, and I found myself plunking down ten dollars (via Paypal) to open up the rest of the game. There are some complaints on the Rock Solid forums that there are only six extra levels for that ten bucks, but I would like to remind anyone with that particular complaint that these are bigger levels with more rooms, new mobs to kill, and more firepower. Wait until you get a hold of weapons that rebound off the walls or shoot through barricades, and then tell me that you wasted your money.
I am having some trouble finding any information on Rock Solid Games themselves, although I fully intend to continue digging. I would highly suggest that anyone looking for a distraction (and you should have some time on your hands) hit up their website and play through some of the games. These guys make really nice games, very polished and most of all fun. (One might say they are actually solid) With all apologies to Ben Olding (who really did go back and fix the script error in Crunchball 3000) I am going to name Robokill from Rock Solid Games the first Flashbang perfect 10. The only thing I would ever want from this game is more levels.
Robokill is a Flash game and a mobile game by Rock Solid Arcade. It is a top-down RPG shooter based on clearing rooms filled with enemies and reaching an objective. Along the way, the player gains experience from killing enemies, which also have a chance to drop cash and items. Leveling up boosts the player's stats and unlocks more types of weapons to use. The free version of the Robokill games have four missions for players to complete, with the rest of the content being unlocked when the registered version is purchased.
The developers of this premium flashgame - and I'll get to that in a minute - dropped us a line about this. While Walker's played it before, because it's called Robokill - thus buying into RPS' dual loves of robots AND killing - I had to play too. It's actually an interestingly direct mix of Diablo and Smash TV/Gauntlet with a Captive-esque surface layer. It involves Robots and Killing. More beneath the cut...
Basically, you play an upgradable robot, moving between enclosed, pre-designed arenas. Every time you enter a new room, the doors lock until you kill everyone in there. At which point, you can choose which exit to head through, and the cycle repeats. There's a higher level map so you can track your path to your ultimate mission destination or - probably more importantly - work out where special rooms containing the eternal desirable l00t may be.
Because that's where the Diablo element comes in - as well as collecting money, you can upgrade your robot. Four weapon slots are available, plus other inventory slots. While basic more expensive weapons are available from the shot, rare or unusual items can also be found. It's these where you get more unusual builds - for example, I found a freezing laser gun plus a medium shotgun with knockback. Between the pair, I was able to both stun and send mobs reeling while the other two grenade-launchers pummelled them. It opens up this aspect slowly - you initially really just treat the game as a blaster - but it's certainly there.
Two main reservations. Firstly, the life system - when you die, you get shunted back to the last travel point (you can move freely between them whilst claimed, allowing easy trips back to the shop) and the robots reclam a couple of rooms from the map. That means if you get stuck in a bit, you're likely to find yourself having to barge your way through a couple of rooms you've beaten before you end up facing off against whatever beat you. While you get XP for this - there's a levelling system - it's still not exactly that compelling.
Secondly, the majority of deaths weren't actually from combat. They were from... well, look at this screen:
See the detail on either side of the pathway my robot's shooting from? Are they barriers or not? Zoomed in, it's a little more obvious, but they're actually drops. If you move off the playing area in a given arena, you fall to your death. Frankly, this is a genuinely strange design decision which adds nothing to the game other than a source of accidental deaths - and a good chunk of the arenas are just Smash TV squares. What would have been the functional difference from having a barrier to stop your robot just committing suicide? Well, the functional difference would be that you don't zoom out of the first room and immediately fall into space, which almost made me quit it before I even started.
Bar that, I enjoyed this a lot. There's four levels in the demo, which is a good chunk of robokilling. After that, you have to unlock the rest of the game by throwing down ten dollars for the experience. It's basically a shareware model - as in, very large demo - but with the actual game stored on the browser. That's an interesting model, isn't it? I'll be intrigued what people make of it.
But generally, I enjoyed this. While its main effect was to make me think that someone making a good Browser-based Diablo-clone would really be onto something, the room-by-room conflict format created a real desire to press on. Just one more room. And another. And a final on... oh, that was an easy one. That doesn't count. This one. Yes, this one. Actually, not.
We don't yet know how much Robokill will cost, but we do know that it will be exclusive to the iPad on its release, and that Wandake doesn't intend to make a scaled down version for other iOS devices at this time.
2008 saw the release of a little game called Robokill from Rock Solid Arcade. It was a top-down shooter in a sea of top-down shooters that had the distinction of being what we in "the biz" call pretty freakin' sweet. It also involved robots. Now, friends, the year is at an end, and what better way to send it out with a bang than with Robokill 2? Note that this is a demo; the first mission, comprised of four lengthy episodes, is free to play.
In the future, robot death machines are pretty simple to control. Move with the [WASD] or [arrow] keys, point and shoot with your mouse. Access the map, inventory, or pause the game from tabs at the bottom of the screen, or with the [M], [I], and [P] keys, respectively. [1] and [2] or [space] and [shift] activate special items you have equipped. Move through rooms avoiding enemies, open pits, explosions, and lay waste to everything that moves. You've got four weapons slots, so you'll want to make use of the perplexing amounts of cash you'll find lying around to buy upgrades. Killing enemies also nets you experience points, and once you've gained enough, you'll gain a level, along with a boost to your damage and shields.
Dying, of course, is to be avoided, but it's not a game-breaker. You'll respawn at a nearby teleportation pad, minus a paltry sum of cash, and will receive a message indicating that enemies have retaken some of the areas you previously cleared out in your absence. But more fiendish than death is the fact that if you stop playing in the middle of an episode, the next time you pick the game up again you'll have to start all over again from the beginning of that episode. All your upgrades, inventory, and cash will be intact, but you'll need to clear out all the rooms and find all the keys again. Frustrating? Little bit. Just make sure you're ready to play an entire episode when you sit down unless you mind mowing down your foes all over again.
There are a lot of weapons to be unlocked as you progress, and there's challenge even in deciding how you want to upgrade your arsenal. While the shotgun does more damage than the blasters you're initially given, for example, it also has a much slower rate of fire. But while the blasters fire faster, the shotgun also spreads out and can suppress wider waves of incoming enemies. Oh no! Whichever will you choose? Well, why not both? Or four? Since you can carry a good deal of inventory with you, you can swap weapons in and out to adjust your strategy for any situation. Sun Tzu would be proud.
Analysis: So, what's changed between the original and the sequel? As it happens... not much. Area designs have gotten a lot better, and you're shooting up squishy organic creatures instead of robots, but for the most part the game looks largely identical to its esteemed predecessor. Disappointing? Maybe a little, depending how much you value aesthetics. It winds up feeling more like an expansion pack than a sequel. What does feel different is the difficulty, which seems to have been ramped up slightly. The game is much quicker to throw entire swarms of enemies at you, rooms are smaller and tighter to move around in, and traps are in abundance.
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