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Comments (8)

What do you think?

I like the idea: a magician robot - it's super cool - and the game definitely looks pretty promising. Altough the reloading music and the respawning enemies are really annoying. By the way I stuck after I've found the wall breaking spell. It seems in every way I need a double jump to progress - or something like that. Am I missing something?

Nice platformer. I included it in my Dreamhack Summer Jam compilation video series, if you’d like to take a look. :) https://youtu.be/2kT9n7AI_sY

keep making more i love it

yay, it's a good game

Hi Bloodbane, I wish to make some sprites for your game to thank you for all you've done to me. Can I show you what I am am able to draw for your hero and enemies?

Free

Robo Magi - Post Jam version 1

Version: 0.2.0about 5 years ago
Free

Robo Magi (Jam version)

Version: 0.1.0almost 6 years ago
The jam version is short and have less content than I've planned

This is my entry for DreamHack Summer Jam 2019 whose theme : Magic vs Science. The game is metroidvania inspired by Super Metroid, Contra, Lyle in Cube Sector and Castlevania .

Story:

You are a robo magi, robot who have learned magic. Great as it sounds, other robots don't like you and you must escape. Explore the base to find orbs which grants new spell to access more areas. Beware! it won't be easy!
Run n gun your way to your freedom!

Information:

Jam version is the original version of DreamHack Summer Jam 2019. Post Jam version 1 is the updated version with more features and released for DreamHack Jungle Jam 2020

#platformer #retro #openbor #shooter #runngun #magic #robot #arcade #metroidvania
#dreamhacksummerjam

#dreamhackjungle #action



all-ages
Mild Cartoon Violence

Normally I prefer quality over quantity but for variations why not? here are two rooms filled with many enemies (quantity).

Uh Oh....

Large box hanging on the ceiling... aren't you curious what it is? or what it could drop when destroyed?

With coding for save/load system for barrier states done, time to resume level building again. Some shots from new levels.

Just adding codes to relock/reunlock upgrades and boss fights in certain levels. This is important to ensure stability when loading saved game.

While doing this, I've just realized that I'd need to record switch states in saved game also.

After replaying this game, I noticed missing area numbers. So I placed some signs showing which doorway leads where.

Today's shot is just shot from checkpoint in Area A. Still working to properly save updated status there

Resuming work on save system upgrade

Made official entrance to Area F and also more shots from WIP rooms in Area F. One of them shows new trap set.

New orb = new area. Area F is what being constructed right now to store that orb. Here are some shots from it (not final):