Super Roboboy This is a passion project from solo developer Vincent Penning. Using his artistic talents as a tattoo artist and the programming skills he learned with his late father, Penning decided to pay tribute to his ancestors by creating a video game they could have fun making together. This led him to take his indie game to Kickstarter to get additional funding, playtesters, and feedback to create a final product that fans could try out for themselves. It is created by combining all these elements. Super RoboboyIt's a hand-drawn Metroidvania adventure that sees an android character trekking through a desolate world in search of his lost memories and father.
straight, Super Roboboy It has established itself in several niches, including Kickstarter-funded titles, indie games, solo developer ventures, 2D drawing experiences, and Metroidvania. This aspect of Penning's debut game is quite unique in its own right, impressive in some areas but leaving a little more to be desired in others. Super Roboboy The premise is to invite players into an experience where fans can explore and fight comic book-like villains in a satisfying way. But the growing pains of trying to offer an open world with its own skill system can make or break your enjoyment. Super Roboboy It offers fans jumping into the title without any guides or play experience. super metroid.

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5 Types of Metroidvania Games You Can Play on Nintendo Switch
Metroidvanias come in many shapes and forms, and this Switch game epitomizes that diversity.
Super Roboy excels in every way fans will pick up the game.
Metroidvanias have grown into their own outside of the platformer genre, but players still explore similar titles expecting tight controls, movement systems, and intense combat. On the surface, it may seem easy to make a mistake. Super Roboboy It's a cute introductory title to the subgenre, but it's almost exclusively made for people who love the genre and are looking for something new yet nostalgic. The story starts off decidedly simple, as an AI guardian named Virgil tells Loboy that his memory has been erased and that he must find his father. From there, Virgil is responsible for marking important points on Roboy's map, but beyond that it's entirely up to the player to find his way and upgrade.
exploration of Super Roboboy It starts off like this and is easy to understand, with players jumping and shooting around platforms and enemies as expected, but they soon discover their first crystal and are told they can use their first few skills. Instead of providing power-ups scattered across the map, as expected in games like metroid, Super Roboboy It replaces this with an enemy skill system that requires you to defeat a certain number of enemies and collectible crystals to unlock them. Enemies are plentiful at first, green crystals aren't hard to get (at least), and many of the first few skills available as optional upgrades won't hinder the player.
Players are given ample time to learn and understand things. Super Roboboy This is about the first area, which is heightened by how amazing the game feels to control. Jumping, shooting, sliding, and rolling are incredibly responsive, making these abilities a joy to use and ultimately satisfying to upgrade once you discover them. This works well with exploration and platforming. Super Roboboy This is one of the more free-flowing, player-driven adventures. However, it acts as both a blessing and a curse for the game as a whole. Once players complete the tutorial, it can become confusing as it's rarely clear what to do next.
Super Roboy's Innovation May Disrupt More Than Expected
It could be argued that the best video games find the line between telling and showing. Metroidvanias in particular have always been known for allowing players to figure things out as they progress. yet, supervisor lowboy You'll be shooting yourself in the foot with the enemy skill system. The enemy skill system works great when it comes to unlocking stat buffs and weaknesses for specific enemy types, but it suffers from the problem that the necessary upgrades are locked within the same system. Moves like double jumps, wall jumps, and water abilities are locked behind a certain number of enemies and bosses, and some required villains are only found in challenge rooms in one of four areas. If you want to explore one room of the entire maze but miss it, players may not be able to easily find the one ability they need to progress without vague instructions and proper hints on how to get it.
In addition, more open metroidvania applications have been done before. Super Roboboy It shows how much additional work still needs to be done to mix the two features. The four areas are almost completely usable from the start, without proper direction as to whether enemy skills are upgrades that are needed or not, which can lead people to seek out secret passages too early. This problem may become easier over time as fans get used to it, but the way all the skills are poorly organized and managed leaves players searching for missing enemies to unlock missing skills on a map that only shows half of what they need. This can lead to unnecessary frustration. To see.
many Super RoboboyThe formula change may feel like it works great on paper, but it's not very effective in practice. Important skills often require regular unlocks instead of being hidden behind basic enemies, and making important floater collectibles invisible on the map without skills while locking the rarest crystals behind them feels more like a nuisance than a reward. Some of the plotters needed for yellow crystals are locked behind optional side quests, making finding yellow crystals a hassle in the long run. How great the movement system and fundamentals are, despite the necessary skills being locked behind unpredictable requirements and collectibles sometimes chaotically stored within arm's reach. Super Roboboy The feeling will keep players moving around the world to see what's around them. I've found solutions to puzzles that impede my progress by testing a hunch or two to see what's wrong, but that shouldn't be the answer to every obstacle. Super Roboboy. Especially when the player needs to figure out key pieces of information, such as the Bounce skill, which allows the player to jump over deadly bombs, this information is not fully explained.
A few useful changes would have helped to avoid unnecessary running around, such as marking boss rooms on the map, but more actual dialogue with Virgil and Roboy would have gone a long way in providing more guidance than a few notes scattered across the map. It will. . In terms of story, it's definitely not that appealing. Super RoboboyThis is because the characters rarely get a chance to interact throughout the adventure. while Super Roboboy I'm trying to set up a world where the goal is to get clues. hollow knightThrough letters and journal entries, 'The Sacredness' fails to capture the same intrigue and charm.
Super Roboy is a metroidvania purely for the love of the genre.
That isn't a bad thing at all. Super Roboboy However, it expands the exploration, movement, and combat mechanics. In fact, this aspect is entirely where this indie game shines. Even aimless exploration is rewarded with Essence as players repeatedly defeat enemies. Essence will level up Roboy, helping him deal with bosses and subsequent enemies with ease. The skill system impresses, with four elemental upgrades and status ailments that add depth to the basic combat system. Super Roboboy Several role-playing games even take notes and add bestiaries to their enemies. Here, players can view enemy weaknesses in a simple yet unorganized menu.
Elemental weapons and status ailments end up being incredibly noticeable. 'Super Robo Boy'A boss that, with the right combinations, can be dealt with quickly and in a satisfying manner. At first, it felt good to take on the mutant king Minos, but after using extra crystals to increase bio-resistance, granting poison, and keeping his attack patterns in mind, it didn't take much effort. However, on hard mode, health particles become scarce and health bars increase significantly compared to the other two settings, so these skills are definitely important on higher difficulties. The second part of the game, once the player reaches the power plant, pulls no punches and definitely tests the player on all difficulty levels. Super Roboboy It's surprisingly difficult to watch until the end.
Breaking the mold isn't necessary for Super Roboy to be a worthy metroidvania.
Video game design is similar to many other mediums in that the process of creating something typically requires one core value to be highlighted as the message and purpose. At that time Super RoboboyIts main purpose was to be a hand-drawn Metroidvania experience, and in that respect it certainly succeeded. The movement system makes exploration incredibly fun even when the objectives aren't clear, bosses challenge you with patterns that require close observation to master, and almost every area has collectibles that you can revisit with unlocked upgrades. This is only heightened by the lovely and charming art style that persists throughout. Super RoboboyIt includes sprite animations and well-crafted backgrounds with many surprises. Super Roboboy It may have its flaws, but it also shows impressive potential for other 2D animated games from the same developer.
Super Roboboy It might be hard to recommend to newcomers to the platformer subgenre, but it's a nice, simple metroidvania aimed at genre enthusiasts. Already passed Hallownest or even mega man The game can easily be found at home for its short but challenging runtime. Super Roboboy It's worth exploring because it delivers on its promise in its own unique way.

Reviewed on PC
- released
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January 20, 2025
- developer
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vincent penning
- publisher
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vice president games
- Well drawn 2D artwork
- Fun moves and expansive exploration
- Challenging boss battles
- Elemental weapons and status effects add depth
- Sometimes lacks direction
- Side quests are a nuisance
- Roboy's story takes place in the background with action.
Super Roboboy Now available on PC. Game Rant received a PC code for this review.