Roguebot Rumble

28,913
39
Published 2021-03-01

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.


-------------------


Controls:


Arrows: move around

A/Space: jump

S: heavy attack

D: light attack


--------------------


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.