Take part in this exciting student made game which pits you and your friend in the ultimate 2 vs 2 robot battle! The only catch, you and your friend has to pilot the same robot! Each one of you gets to either control the right or left side of the robot, so coordinating is the utmost importance! Fire missiles to destroy your opponents, but beware as their sword may reflect it back at you, the game only ends when there is only one robot standing.
Welcome all, we are in the endgame now. This has been a long path that we have walked together to get here. I'm proud to announce behalf my group that our game, Robot Rumble has finally finished it's development cycle and probably found a place in all of our hearts and on all of our resumes. These are the last changes that we've implemented for the launch and I hope it would make the game feel dynamic while making the mechanics feel much deeper.
May the tutorial be with you.
We have improve our tutorial once more, and here are the notable changes:
All sounds are now present in tutorial
The tutorial room looks a lot better
The tutorial text has been edited to convey more of a story element. -It's now immersive, moving, touching, amazing, and written by me.
UI layering issues have been fixed
You can now choose to skip tutorial so our pros don't have to go through the tutorial like a filthy casual
Stop winning, Austin Yarger!
We have changed the game after our pro scene has shown us potential mechanics that seems to be too powerful and oppressive for the versus experience. We hope that these changes would shift the meta tactics, as well as make more strategies viable.
Shield bash charge cost has been increased so that players can't use it as often. We hoped it would be a charge occasionally but players seem to spam it to move around instead of cooperating, we hope this change would see more cooperation from players.
Buildings now drop ammo. We hope that players could develop strategies, but it seems the random generation tend to favor chaos. We have therefore made building generate ammo so that players could plan what to use their missiles to do. This also punishes missile spamming as missing and hitting buildings might give your enemies the ammo they need.
More angular drag. We have tuned the angular drag so that the robot feels heavier and turns slower, instead of feeling like you are skating in an ice rink.
Say hello to our little changes!
We have also made some minor changes that don't really affect gameplay, but makes the game feels much better in more subtle ways.
The explosion of a robot is slowed down, to really show the effect and details. We hope Michael Bay would be proud.
Terrain now surrounds the map, to give a more natural feel to the city.
The missile pickup now looks better and less like something you would put up... nevermind.
Engine sounds now sounds more pleasing.
Shield is now displayed with a bar to provide more clarity to players.
Added studio name in credits.
Building smoke is now more consistent.
These are our overall changes for the final build. We appreciate all of your feedback, and we thank you for being with us all this time.
- Best Friends For Life game development group,