Roboquest is a fast FPS Roguelite in a scorched futureworld. You're a rebooted Guardian, ready to kick some metal ass! Fight with your buddy or by yourself and annihilate hordes of deadly bots in ever-changing environments.
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This review contains spoilers
Roboquest is a game for the FPS adrenaline junkies. High-octane encounters with 6 different classes and tons of guns to choose from make for an incredibly fun experience. Controls are smooth and fluid meaning you can jump, grapple, and jetpack your way out of any sticky situation you might find yourself in. Classes are just different enough that they feel familiar while allowing each run to feel unique. Oh, did I mention the absolutely killer soundtrack?
100%: Completing the Museum will be the longest stretch, but luckily you can use golden wrenches to buy any weapon/enemy cards that you're having trouble finding. There are a couple of co-op achievements you'll need a bro-bot for, too.
100%: Completing the Museum will be the longest stretch, but luckily you can use golden wrenches to buy any weapon/enemy cards that you're having trouble finding. There are a couple of co-op achievements you'll need a bro-bot for, too.
To me, it felt like an upgrade to Gunfire Reborn in almost every way. The movement feels way more fluid and with the use of gadgets you can literally fly through some of the stages. Gun and enemy variety is also there and at the higher difficulties the game actually becomes a good challenge.
But what irks me the most about this game, and it's a complaint I had about Gunfire Reborn as well, is that so many of the higher rarity items follow this blue print:
"Increases (some random stat) by a marginal amount but now there's a percent chance that your head blows up when opening a door."
Here's one directly from the game: "Deals 22 cryo damage to enemies damaging you but taking damage has 10% chance to freeze you."
WHY WOULD I PICK THIS UP? I ALREADY DON'T WANT TO GET HIT WHY ARE THERE SO MANY ITEMS ABOUT GETTING HIT. I still don't think any roguelike I've played has done the "get this but lose this" kind of item balancing as well as Lunar items in ROR2.
Both this game and Gunfire Reborn feel like they're filled with them and they always feel useless to the point I almost never pick them up. I don't think they're very fun in this game and tend to pollute the loot pool.
Other than that though the game is pretty solid, but I must mention how B.S. the second phase of the final boss is, literally like 4 different "fuck you" attacks.
But what irks me the most about this game, and it's a complaint I had about Gunfire Reborn as well, is that so many of the higher rarity items follow this blue print:
"Increases (some random stat) by a marginal amount but now there's a percent chance that your head blows up when opening a door."
Here's one directly from the game: "Deals 22 cryo damage to enemies damaging you but taking damage has 10% chance to freeze you."
WHY WOULD I PICK THIS UP? I ALREADY DON'T WANT TO GET HIT WHY ARE THERE SO MANY ITEMS ABOUT GETTING HIT. I still don't think any roguelike I've played has done the "get this but lose this" kind of item balancing as well as Lunar items in ROR2.
Both this game and Gunfire Reborn feel like they're filled with them and they always feel useless to the point I almost never pick them up. I don't think they're very fun in this game and tend to pollute the loot pool.
Other than that though the game is pretty solid, but I must mention how B.S. the second phase of the final boss is, literally like 4 different "fuck you" attacks.