RoboGAL
A downloadable game for Windows
Rei-Bo was playing happily on the outskirts of Plutobell when suddenly a gigantic spaceship crashed into the island!
A retro-classic action platformer game with ROBOT GALS!
DEMO DETAILS
- The first DEMO of our first game.
- A Classic Megaman inspired jump 'n shooting game.
- Control a friendly G∆L* by shooting and dodging various obstacles.
- The demo contains TWO of the 6 initial stages, the spaceship's Solar Energy Garden and Toy Planetary.
- Face the bosses (Hana-Sol and Char-Wuf) and get her special weapons!
*G∆L: Gaga Delta Lady
REI-BO
- A G∆L who lives happily and loves to play around!
- She lives in the central tower responsible for running the island of Plutobell.
- She was sent to take care of the tower, but rarely remembers it : p
HANA-SOL
- She lives in the garden of the flying fortress, but prefers to sleep...zzz...zzz
- Absorbs various types of hallucinogenic spores.
- Doesn't know what's going on.
CHAR-WUF
- She made a mess in the planetarium area.
- Likes to play and never gets tired!
- Dogg!
I hope you enjoy our demo!
~This version may not be free of bugs, if you find any, please contact us!~
CONTROLS
- ARROWS: Move
- SPACE: Jump/Confirm
- Z: Shoot/Cancel
- SHIFT or DOWN + JUMP: Slide
- Q and E: Change Weapons
- ENTER: Pause
- X: Stumble?
*The controls can be changed in configuration screen.
*RoboGAL has automatic support for Playstation and XBOX controllers.
Media
Steam Page: https://store.steampowered.com/app/3257150/RoboGAL_Gaga_Delta_Lady/
Social Media: https://linktr.ee/TwinkleSoft
Discord Server: https://discord.gg/AHwzMnAGZD
Neoware Musics: https://nwcr.bandcamp.com/album/robogal-demo-ost
Credits
Khael: Art and Level Design
Shin Horacio: Programing and Level Design
Neoware: Music and SFX
Testers:
Casual / Shiro / Nobushi / Rain / Power / Frost / Dina / Skelvi / Kenauevi / Neoware
Updated | 18 days ago |
Status | In development |
Platforms | Windows |
Release date | 69 days ago |
Rating | Rated 4.8 out of 5 stars (6 total ratings) |
Authors | TwinkleSoft, Shin Horacio, Khael |
Genre | Action, Platformer, Shooter |
Made with | Aseprite, GameMaker |
Tags | 2D, Cute, Female Protagonist, Gay, Pixel Art, Retro, Sci-fi |
Average session | A few hours |
Languages | English, Portuguese (Brazil) |
Inputs | Keyboard, Joystick |
Accessibility | Configurable controls |
Links | Steam, Twitter/X, YouTube, Soundtrack, Discord, Cohost, BlueSky, Tumblr, TikTok |
Download
Click download now to get access to the following files:
Development log
- Added infinite lives option - 1.02 Released!63 days ago
- Several bugs fixed!68 days ago
Comments
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really good stage design
Thank you for playing! (and sorry for the late answer)
Achei o jogo lindo e tem muito potencial, mas ao mesmo tempo bem hardcore (talvez essa seja a intenção, mas é um jogo difícil).
Só não entendi a questão de tropeçar ao tentar dar dash no começo e porque não deixa atirar a vontade quando tem 2 ou mais tiros em tela. Mas enfim, muito bom e estou de olho nesse jogo.
Obrigado por jogar! Feliz que gostou (e desculpa por não ter respondido antes).
Eu não entendi a parte de tropeçar ao tentar dar dash, isso não deveria acontecer, são comandos totalmente separados. Se puder me confirmar se é isso mesmo que está acontecendo então talvez seja um bug. Quanto ao limite de tiros na tela, fizemos assim por questão de balanceamento mesmo, deixar ilimitado pode mudar drasticamente o ritmo do jogo para algo que a gente não deseja.
Playing this game makes for a real fun time, the amazing art and sound makes me wish I were better at it lol.
It'd be great to have input buffering too, for jumping and dashing mostly, other than that the game is great! Nice job!
Thank you very much for playing^^
Good time.
look a double ko that crashes the game
Also autofire also applying to special weapons kinda feels uhhhhhhhhhhhh (and it burns energy so fast while not being so effective)
Maybe add an option for autofire on buster only
Ok, thank you very much for finding the bug, this is a very difficult one to execute, it will help a lot!
And yes, the autofire option really wasn't supposed to cause this kind of problem with the weapons, thanks for reporting it!
Finished playing the demo! Here's my thoughts:
- Feels good to play! A step animation for when the player taps left/right while on the ground to inch forward would be really nice I think, but otherwise the Player animations are wonderful!
- Visuals are fantastic! Big fan of the visual style. I think there's potential for some stuff to blend against the background though (the snails kinda blend into the purple background of Hana Sol's stage) but it wasn't too much of an issue for me, just something to keep in mind!
- The flower vine platforms that move in and out could use a bit more visual flair I think; Perhaps having the flower shake briefly before retreating, and maybe have the flower sticking out of the wall slightly or even become a bud when not active would be nice and let the player know where they need to jump to next. I DO like the spiky dangerous version though, I think it was pretty cool!
- (Bug?) Beehives seem to keep spawning bees with no limit after respawning and slightly off screen, or there are bees there that seem to also respawn with the hive, causing an abnormal amount of bees to appear. (Assuming this is not intentional; I didn't really test this further but is worth looking into.)
- I think the stage music should stop when the boss hp bar fills up. Possibly also during the cutscene but there might be plans for pre-boss music? If not that's fine. I THINK I heard an alarm sound effect play but it got drowned out by the stage music?
- Boss fight against Hana Sol and Char-Wuf were a lot of fun! I think you nailed it here. I especially like that you could bounce off of Char-Wuf's bouncy balls to dodge her frankly terrifying melee attack.
- Char-Wuf's stage is a lot of fun. I game over'd and it was great. Bouncy Cannonballs are a nightmare obstacle in this style of game it's great I love it. I don't have anything else to add here it was pretty great all the way through. You could possibly have a segment where the player gets to play with the bouncy cannonballs more but other then that I think it was fun!
- Special Weapons are cool! I think the powered up slide from Char-Wuf's weapon could consume a LOT less energy though, I kinda burned through the weapon energy immediately upon testing it.
- The transition to an already cleared stage is a bit too instant. This isn't really a problem but it's something to consider polishing when the time comes.
- I would consider starting the player with 3 extra lives (3 > 2 > 1 > 0) rather then the 2; The stages are a bit long so I think having an extra starting life would benefit a lot of people. Changing the starting lives can also be a potential difficulty setting option if you choose that route too.
Overall I had a really good time! I don't really have any strong criticisms or issues with the game, and I think ya'll did a FANTASTIC job! This is exactly the sort of game I crave constantly and I'm extremely excited to see it finished!!!
Thank you for your feedback! We are really happy that you liked the demo and all your topics will be useful to improve it!
I also already checked and, yes, the absurd amount of bees was a bug, the genius here forgot to disactivate the respawn from those bees.
Also, about the lives: we are planning to make starting lives (or even having infinite lives) an option later, but we could consider increase the number for this version too. Thanks!