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.
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.
One of the biggest disappointments about the iPad is that it can't play Flash content on the Internet. But that's not stopping developers of popular Flash games from reaching out to the Apple device... it just means they have to rework the game to fit Apple standards. The latest to do so are the people behind Robokill.
The iPad version of the game, which includes brand new levels and graphics, has a total of 460 levels. That should keep even the most hardcore of gamers occupied for quite a while. Speaking of hardcore, there are also 13 additional missions designed specifically for the most hardened players out there.
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.
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.
The review is largely spot-on, but I came to a completely different conclusion. Having played the original Robokill (including buying the full version and playing through the whole game), the fact that Robokill 2 is basically identical to the original version just magnified this game's flaws. I was incredibly annoyed throughout the whole episode, and it just wasn't worth playing even though I loved Robokill 1.
-- Encourages linear play in subtle ways: I like to clear all rooms that don't require keys before going back and clearing the rooms that *do* require keys. (There's no reason to do this, but I just like doing it this way.) However, what happens is sometimes you happen to get into a situation where you have a locked blue door, and the blue key to open it is *behind* that blue door! Sometimes you have to open doors in a certain order, and it's just annoying.
-- Difficult aliens with a hard head that is impervious to weapons, but is slow to turn so you can get behind their back and kill them that way. Again, kind of neat, but a tired gameplay mechanic that isn't really used that much.
@Simone Manganelli I have to disagree with you here. This game introduces many new mechanics, such as the cluster grenade and the attack droid. I only played the demo, and I discovered a bunch of new weapons. The enemies are also all new, and many are very different from the ones of the first game. For one, they are more varied; there are snipers and what look like trolls with stinger missiles, and also more upgradable. There are the crawler type enemies that can fire grenades, large bullets, and missiles, as well as the upgraded time that runs at you. There are the bipedal type, which have shotguns, machineguns, pistols, and sniper-rifles, the lizard type, which have blasters, little sacks of homing worms, and come in different levels, and the troll type, which throw boxes and shoot missiles. Finally, there are these flying things that were introduced at the end of mission 4.
I loved robokill 1 and it was one of the first flash games that I paid real money for. It had faults but it looked fantastic and you went round and blasted things and all was good. In robokill 2 it all falls apart.
-Money balance seems messed up too. In the beginning you'll be swimming in money and the more you come towards the less you'll have compared to what the better guns cost. I think in the end I'd have to play one whole mission to buy one decent gun.
Was quite exited about the new release, Bought and have played the original more than one. The click and release mechanism for shooting is flawed from the get go. You have two mouse buttons, why not use them One for the your main gun and one to act as the release for the others. Am getting very frustrated on level 4. Very difficult to get past certain rooms, even though have gone back to get more cash to buy better weapons. Gets boring really quickly. The disappearing floor is neat idea but should be consistent. Annoying to get cornered and die just because a tile disappeared one time but not the next. Was exited but am now quite disappointed. Will not buy this version unless improved
Things I don't like:
* Huge focus on instant-death traps, pits and enemies that kill you if they touch you. A bit too frustrating for me, but not so bad when you have a good strategy going. But it does make the difficulty curve seem artificial.
* Weapons are slightly too expensive.
* Click and hold weapons, while somewhat useful for area-of-effect attacks, are still awkward to use.
* It doesn't make as much sense for enemies to retake rooms randomly when you die, but I can see that it might be better than making it totally impossible for the player to get past a bottleneck.
* Minor annoyance: Losing a fixed percentage of your cash each time you die is a bit silly. Why should you suddenly go back to losing about 200 cash just after spending most of your money on a shiny new gun? Losing cash based on your level makes more sense.
@ charlatan. it's true the turrets helped you but did you see something different in some levels? If it must be computerized the turrets are something paralyzing, instead of helping you, they're helping them to kill you. i`ve seen it different , so try to play again if you see it mysteriously!
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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.
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.
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