I've finished Robocalypse.
It's great. It's a neat little mini-RTS, that takes a little getting used to, but when you do, it's tons of fun.
And by "getting used to" I mean "learning to play", because Robocalypse is a new game with its own rules. People get horribly frustrated by it when it refuses to behave like Warcraft.
Here are some tips and tricks.
The map is divided into several sectors or areas, defined by control points. Robots won't go into enemy or neutral areas unless you order them to. However. The area around a control point you control is "yours", and your robots will wander around it aimlessly and attack everything they see, and more often than not get themselves killed. They call it "patrolling", the little idiots. In order to stop them, you should place "defend" flags around your base.
Each "defend" flag will "attract" 3 assault robots and one medic. If you have 4 assault robots free, one of them will wander off. Similarly, the normal action flag will issue a command to three of your robots (at random) and one medic, if they are available (i.e. if they're not defending anything, and if you have that many).
"Defend" flags are the best way to control your robots. Action flags will make them go somewhere, and then waddle off after reaching the destination. Also, faster robots won't wait for the slower ones, and pathfinding is rocket science for those guys. Expect half of them to get lost, and expect the weakest units to arrive there first and get slaughtered. The best way to get your robots somewhere is to capture the control point in that area, place several "defend" flags where you want your guys to go (you can only place defend flags in your areas, but if you manage to get a cloaked spy into the enemy base, you can capture their control point and presto, it's your territory, with the option of "defending" it), and then remove the old defend flags. Small steps, though, move the defend flags bit by bit. You literally have to hold them by the hand and nudge them along.
Defend flags won't be removed by the "clear all" button, you have to remove them manually, one by one. Remember where you placed them.
Builder robots will want to repair stuff. It has a higher priority than resource gathering. Once any of your buildings is attacked, one will rush over to repair it, even if it's on the other side of the map. Especially if it's on the other side of the map. Sometimes it's actually wise to destroy your own building manually to make the eager little idiots go back to resource gathering.
Okay, those are the "quirks", "rules", or as people who don't have the patience/instruction booklet to figure them out would call them, "bugs", of the game. Any other weird things the robots do or omit to do are the actual bugs.
One more thing. The "upgrades" researched in the Mechanic Workshop and the Supply Depot really have an effect on the game, and aren't for cosmetic purposes only.
Back to my thoughts. The story is wacky, it begins by jumping the shark and then jumps several more sharks, some more assorted sealife, and a row of at least thirty homeless people along the way. The animations are really not good, they're done with three very immovable sprites altogether (plus lots of zooming and panning), and the self-referential 4th-wall-be-damned humour might start to pall after a while. Which, incidentally, is entirely unlike the characters and jokes you find in the gameplay. The robot and building sprites are well done, the terrains look good, lots of details (the "post-apocalyptic" terrain really looks "Fallout 1-2 post-apocalyptic"), and the robots spouting silly banter ("You can't shoot a guy with glasses", medic-bots shouting "Geneva convention" when being shot at, or the morale-boosting battlecry, "Florence Nightingale") are just adorable. It almost seems like the entire gameplay (art and text included) was made entirely independently of the cutscenes, and the game "story" was added later on as an afterthought.
Not adding the option of replaying finished levels is just plain idiotic.
All in all, I think the game is lots of fun (once you figure out what to do), and I hope it becomes a success large enough to make other developers start making more RTSes.
Can you even say RTSes? How do you pluralize an acronym?
Never mind.
Thoughts?
And by "getting used to" I mean "learning to play", because Robocalypse is a new game with its own rules. People get horribly frustrated by it when it refuses to behave like Warcraft.
Here are some tips and tricks.
The map is divided into several sectors or areas, defined by control points. Robots won't go into enemy or neutral areas unless you order them to. However. The area around a control point you control is "yours", and your robots will wander around it aimlessly and attack everything they see, and more often than not get themselves killed. They call it "patrolling", the little idiots. In order to stop them, you should place "defend" flags around your base.
Each "defend" flag will "attract" 3 assault robots and one medic. If you have 4 assault robots free, one of them will wander off. Similarly, the normal action flag will issue a command to three of your robots (at random) and one medic, if they are available (i.e. if they're not defending anything, and if you have that many).
"Defend" flags are the best way to control your robots. Action flags will make them go somewhere, and then waddle off after reaching the destination. Also, faster robots won't wait for the slower ones, and pathfinding is rocket science for those guys. Expect half of them to get lost, and expect the weakest units to arrive there first and get slaughtered. The best way to get your robots somewhere is to capture the control point in that area, place several "defend" flags where you want your guys to go (you can only place defend flags in your areas, but if you manage to get a cloaked spy into the enemy base, you can capture their control point and presto, it's your territory, with the option of "defending" it), and then remove the old defend flags. Small steps, though, move the defend flags bit by bit. You literally have to hold them by the hand and nudge them along.
Defend flags won't be removed by the "clear all" button, you have to remove them manually, one by one. Remember where you placed them.
Builder robots will want to repair stuff. It has a higher priority than resource gathering. Once any of your buildings is attacked, one will rush over to repair it, even if it's on the other side of the map. Especially if it's on the other side of the map. Sometimes it's actually wise to destroy your own building manually to make the eager little idiots go back to resource gathering.
Okay, those are the "quirks", "rules", or as people who don't have the patience/instruction booklet to figure them out would call them, "bugs", of the game. Any other weird things the robots do or omit to do are the actual bugs.
One more thing. The "upgrades" researched in the Mechanic Workshop and the Supply Depot really have an effect on the game, and aren't for cosmetic purposes only.
Back to my thoughts. The story is wacky, it begins by jumping the shark and then jumps several more sharks, some more assorted sealife, and a row of at least thirty homeless people along the way. The animations are really not good, they're done with three very immovable sprites altogether (plus lots of zooming and panning), and the self-referential 4th-wall-be-damned humour might start to pall after a while. Which, incidentally, is entirely unlike the characters and jokes you find in the gameplay. The robot and building sprites are well done, the terrains look good, lots of details (the "post-apocalyptic" terrain really looks "Fallout 1-2 post-apocalyptic"), and the robots spouting silly banter ("You can't shoot a guy with glasses", medic-bots shouting "Geneva convention" when being shot at, or the morale-boosting battlecry, "Florence Nightingale") are just adorable. It almost seems like the entire gameplay (art and text included) was made entirely independently of the cutscenes, and the game "story" was added later on as an afterthought.
Not adding the option of replaying finished levels is just plain idiotic.
All in all, I think the game is lots of fun (once you figure out what to do), and I hope it becomes a success large enough to make other developers start making more RTSes.
Can you even say RTSes? How do you pluralize an acronym?
Never mind.
Thoughts?









