Guns blazing as I enter the room, I am Robokill. They might set traps for me; they might try to kamikaze my hull. I have no fear, and no hesitation. I am a robot, and I kill.
Robokill is a mission based twin stick shooter. It is a blend of a lot of different games into one. The mission, and map structure is inspired by classic Metroid. The robot customization is akin to that found in just about any mech game. Finish of the stew with some rudimentary RPG elements, and the recipe makes for a balanced and fun experience.
The twin stick controls in Robokill are not as tight as those found in games such as MiniGore or Max Adventure. They are good when it comes to aiming with the right stick. The movement is slightly loose, but still workable. The problem is not really the controls when it comes to movement. Instead it is that the game throws hard to spot edges at you. Walking over an edge of course leads to instant death. Even without enemies to focus on some rooms are hard to traverse. Narrow passages combined with the floaty robot movement are not a good combination. At times the robot gains higher speed as if the virtual stick was analogue. As I stated earlier though the controls work well enough, and if you don’t hurry too much you won’t fall off the ledges as often as me.
It is quite exciting entering a new room to see what the game throws at you. Most of the time you get a couple of visible enemies waiting to blast you away. At other times there are ambushes or spawn portals giving some variation. Enemies come in a lot of different shapes, but there are basically only two different attacks they use. Either they fire at you, or they try to smash into you. Whenever a combination of the two is attacking you I found it better to concentrate on the kamikaze ones. One suicide bomber is often enough to completely break down the shields. As bosses go I only really met one that I would consider a true boss. This is a shortcoming to the game, as any shooter needs some memorable bosses to be remembered in the long run.
Customization is limited to four weapon slots, and four equipment slots. Weapons available are dependent on your level of experience. The game caps experience/levels gained for the levels. This limits the motivation to explore, and kill to gain experience points. Whenever you gain a level the game automatically enhances your attack power, and shield strength. The RPG element of the game is really only about decking out your mech. With quite a varied range of weapons, and four slots there is room for personal preference to choose how you equip the robot. Lasers can penetrate objects, and thus you can hide behind scenery to safely blast the enemy away. Shotguns come with spread power perfect for clearing a room from small kamikaze enemies. There is a also some cool bouncing weaponry where you can blast around obstacles. You can enter the inventory at any time to change payload to suit the room you just entered. Enemies drop new items, or you can buy them in the shop. Equipment come in the shape of shield, armour, pickup modifiers and health packages. I would have liked to be able to buy more slots to place these, or even to have a selection of different robots.
Robokill is a fun game in my opinion, and it is one of those that I had to play to the end right away. It gives about four hours of gameplay spread across 13 levels. If there is a story I kind of missed it. Each mission is voice acted, and the missions are quite varied in description. In the end it is all about blasting your way to a room to either pick something up, or kill something.
Robokill features some great level graphics, and it all looks quite high res. The game is zoomed out meaning that everything is rather small. My thumbs aren’t zoomed out, and as they cover about one fifth of the screen it is easy to cover up the robot or some enemy. Don’t get me wrong, I really like to have the game zoomed out. It reminds me of Smash TV, and gives me the chance to choose targets. Most twin stick shooters are all about reacting to the enemies on a cramped screen. In Robokill you have to consider up to five different threats at the same time, and it is like a dance of death. Too often the backgrounds look like they are part of the level, and at those occasions I tend to walk over an edge to oblivion. Thankfully the game only takes back a room or two, and some of your cash upon death.
Robokill is one of those games that give you four to five hours of fun gameplay, and then there is nothing left to do. I will probably never play the game again. On the other hand a buck for half a day worth of blasting enemies, and gearing up your robot is a bargain.