More Game Footage! More Enemies!
Here is some of Ana Moon's gameplay attempts. She showcases some of the other starting levels available in the game.
As for more hype updates before release?
Here is a list of enemies you will meet, judged by how often they cause death but also how much stress, hassle, focus and priority they demand of you.
#22 – Purple Power up Containers
We’ve put this on the list because by the later stages of Robo Zone, these will become your primary target. If you have eventually depleted the power ups which took you to the later stages, the acquisition of more will be absolutely necessary. The time you will have available to you in which you must shoot open one of these purple containers and collect what is inside is often less than a second. Without enough time to register, you must almost roll the dice and gamble preemptively which direction to shoot in before the stage begins and hopefully the container won’t sway out of your way, it will be close enough to collect and inside will be something good. At least they don’t shoot back or kill you.
#21 – Hulks
It would be extremely rare for one of these guys to kill you. They may even be more favourable obstacles for you than Blue Squares, since given a little time, they will likely move out of your way. They can even be used as traps that you can detonate to take out other straying enemies with a little Clear power up. The biggest problem these guys present is that they completely destroy your Sentries within seconds. If there enough of them around, they can block and shield the more important enemies you need to destroy.
#20 – Agent 420
The greatest threat this guy presents is how his smoke will affect your ability to deal with the other enemies around him. On his own however, it is very unlikely that he himself will kill you. Line yourself up to unload into him and his projectiles that he fires at you as he slowly approaches. Then wait around for his smoke’s effect to wear off. His hit box is so big and his protrusions so prominent that it is often the case that you can shoot him from behind cover as well.
#19 – Blue Squares
Immobile though deceptively dangerous, you may find yourself unexpectedly getting killed by one of these squares on Robo Zone. Perhaps because you misjudged being able to squeeze passed one or else you perhaps just didn’t notice it was there. They can be small and tricky to hit, just acute of the firing angle of your weapon and they won’t get out of the way for you.
#18 – Militia
Simple enemies but so numerous in number that they can indeed overwhelm you. Be surprised the first time one of your shots passes through a Militia member, surviving and requiring another shot, while you had expected to be done with him. It’s not surprising to underestimate them based on how these ketchup men’s strategy seems to be to slowly walk directly into the line of your fire on a suicide mission.
#17 – Lv2 Mengarite Turrets
If left alone for too long, these guys will make trouble for you due to the large amount of Lv1 Mengarite Turrets that they arbitrarily lay down in very tricky and awkward places. However, compared with other enemies that spawn enemies, the Lv2 Mengarite Turret is the easiest to deal with. The turret will only move and spawn enemies when it sees you. Thus, when in cover, you can prepare your attacking move at ease. When it does move and spawn enemies, it will do so travelling diagonally towards your direction. Thus, a diagonal shot in its path is enough to take it out when in open space. If the turret is approaching you near a wall, even better, since it will be directly in front of your line of fire as will the Lv1 Mengarite Turrets which it spawns, all lined up on top of each other. The Lv2 Mengarite Turret itself will very rarely collide into you.
#16 – YSC? Buds
A similar method of approach as the militia but perhaps more forgivable considering the standard of sentience buds have. The vast majority of these you encounter will be mere fodder for you. However, they are slightly more dangerous since they are prime korma spreaders and if they are upon contiguous korma puddles, they may suddenly build up speed out of nowhere and race right into a collision with you.
#15 – YSC? Mutant
The noise these mutants make when they notice and approach you is very distinctive. When you hear it, you know it’s a cue for you to begin firing offscreen. Your shots will hit. These mutants waddle into your line of sight and as long as you have room to retreat backwards, you will surely stay out of their range long enough for you to be able to kill them before they can catch up to you. Their sporadic waddles to the side also encourage you naturally weave and dodge their shots as well.
#14 – Red Square Patrollers
It takes a while for a player to figure out how to deal with these enemies and realise that they cannot be defeated by conventional means. Tips: Move diagonally to generate enough speed to stay ahead of them and make sure that you constantly keep shooting at their giant bodies. The amount of push back your shots have against them will be needed to survive. It can be a tight close call to get by them but if you remember these diagonal motions in movement and shooting, you should remain safe until out of harm’s way or at arm’s reach of a Guilt power up. Once you’re confident enough, try leading more than one of these guys at a time into the Guilt destruction.
#13 – YSC? Billboard
Though it may not appear so, these korma billboards are some of the more problematic korma foes. They can often be spawned surprisingly out of puddles and their projectiles are hard to see. They are small targets and unlike the Mutants, they do not walk into your line of fire, so you must line up yours by moving into theirs. One billboard is enough so that you can maintain fire upon them and also swerve to dodge their projectile. But if there are multiple billboards, it becomes tricky and dangerous to manage the multiple projectiles coming at you from different axes and how to effectively respond in short time.
#12 – Soldiers
Similar to the Militia but different. First they are the primary enemy of the Robo Zone and though perhaps a player is pressured to evade other enemies, the soldiers will always be your main time constrained threat of being surrounded. Likely, a player will end up dying to a soldier at some point during a run. But a major danger they present is when they level up to their later stage versions. Since enemies move faster depending on what stage a player is on and how many of that enemy remain on the stage, by stage twenty and onwards, once there is a solitary soldier remaining, he will effectively teleport onto you. You better hope that after being killed, a solitary remaining soldier spawns exactly along a horizontal, vertical or diagonal line to you, or else you won’t have time to set up a shot against him.
#11 – Enforcers
They first appear as a greater threat to you than Soldiers in Robo zone, and they are. In early stages, for the sake of collecting power ups and Xortrons, you may be pleased by their erratic movement, since they move out of the way of a soldier group, allowing you to take them out singularly rather than taking out the whole group and ending the stage before you had a chance to collect everything. However, their threat significantly increases at later stages. Not only do they move faster but their shots travel further and with less predictability in trajectory. Distance is the greatest safety against them until they are shot since it is UNKNOWN where a stray enforcer projectile may land.
#10 – YSC? Monster
This monster is a threat. Expect it to take many of your lives. Approaching a korma monster requires planned preparation and gearing up mentally. Engagement is a consideration but often cannot be avoided. The korma monster and its projectiles can be evaded easily enough, though staying out of its way also hinders your ability to shoot it. The greatest danger it presents to you is the unpredictability of its spawning location. It may spawn right in front of your face and even begin firing at you before you know where it is. One aspect which does make the monster easier to deal with is that it can potentially be taken out and cheesed from behind cover. Often the very edge of its mass is exposed to your shots while you are not. Be patient and await the advantageous spawning positions it often presents while you stay in and around covered safety if you can.
#9 – Brains
As far as Robo Zone threats go, the Brains appear to be rather docile. They don’t move around much. They remain accessible targets albeit at a distance that you must travel to. The Xortons they aggravatingly steal and fire are fast and are especially threatening at the beginning of a stage but as a player experiences the Robo Zone more, they will become more effective in shooting Xortrons down. The regular brain projectiles are more problematic since they can catch up to you quickly, their expulsion is not foreshadowed, they do not travel along the optimum axis coordinates towards you – hence they are harder to fit into your line of sight, and their erratic movement and small size means that they are harder to hit and end up pursuing and distracting you for longer. For these reasons, it can be expected that if a player hasn’t died so far in their Robo Zone run, they are likely to die at least once by Brain stage 10. A Decoy power up can completely dominate a Brain stage, so good luck to your power up RNG timing. However, the most dangerous thing about Brains is when only one remains and they then become Danger Brains. Danger Brains endlessly make sure that they have at least five projectiles out after you at once. If you intend to fight more enemies on a stage or go around collecting power ups and Xortrons before you finish the stage, make sure that you leave more than one Brain alive and be ready to then take two out at once after you’re finished or else you will activate the Danger Brain.
#8 – Lv1 Mengarite Turret
It may seem like a simple enemy to regard with such threat. But in a sense, Mengarite Turret stand-offs are much of the core gameplay aspect of the explorative zones of Robotron. Whilst not as perfidious or multifaceted as enemies such as the Korma Monster, the engagement and attention that Lv1 Megarite Turrets demand of a player is high. Focus must be maintained on lining Robotron up to hit the turret’s constantly surprisingly small target hitbox, all whilst keeping track of their fast yellow shots coming your way with a slight element of unpredictability due to their often offset firing trajectory. And this is not to mention facing them when more than one is in the vicinity and there is little cover to retreat to. Exposure to multiple turrets in tricky placement requires a player’s eyes to be everywhere at once. Just remember… You do indeed have time to line up your shot. Don’t panic!
#7 – Lv3 Mengarite Mine
Let’s face it. It will kill you. One of the main reasons why there is no reason why you shouldn’t just constantly be blindly shooting ahead of you when you progress through the explorative zones of Robotron is because of these guys. If you don’t luckily hit one of these unforeseen threats offscreen then it – being the fastest accelerating enemy – will zoom into you out of nowhere. At least it will happen once at then it’s detonated and done, ey? Succeed in hitting it and then you have further segments to deal with. If you’re lucky, some of these segments may spontaneously detonate upon your shot’s impact.
#6 – Enforcer Spawning Circle
We would say these are far more dangerous than the Enforcers that they spawn for two reasons. First, at later stages, the speed and direction the Circles travel in is so great and unforeseeable, that they might as well be considered a likely collision prospect in their own right. Since they don’t specifically target contact with you, where they go may be somewhere that you did not expect and may be somewhere that you wanted to go to, like to collect a power up for example. The second reason for the great threat the Circles present is a bit more to do with the meta. Since you want to destroy these Circles as soon as possible – both because you don’t want many Enforcers chasing you and because the longer they last for, the lower the amount of points you will gain by shooting them. Letting their score decrease is essentially the same as losing a Xortron – you may be incentivised to prioritise attacking the Circles primarily at the start of the stage. We would advise caution. Not all that glitters is gold. Even as early as stage 3, you may confidently believe that you can move in towards firing range and destroy the circles. But in doing so, you did not anticipate their abrupt change in direction. All of your shots missed. Two seconds have elapsed and now, before you even knew it, you are surrounded by regular slow moving enemies with no chance of escape. And congratulations. You feel the sting of being baited and trapped into a death to such an early stage of the Robo Zone which you could have easily overcome had you reordered your priorities. Be careful to not lose your sense of environment when in pursuit of these enemies. This misguided folly can cause robo death.
#5 – Pinkmobile
These guys may take multiple lives from you and it may take quite a while to recognise and learn the optimum way to deal with their behaviour. Engagement with their rockets has unintuitive aspects to it. There are certain ranges and angles Robotron may have in relation to Pinkmobile rockets which would lead any evasive escape attempts made away from the rockets directly to the event of rockets in fact catching up with and killing Robotron. Often times, the rockets must be leaned into almost and shot down. Though again, judging by distance and amount, Robotron could be overwhelmed here as well. A Pinkmobile’s predetermined route often dictates how the Pinkmobile should be taken out. But a general rule of thumb discovered is to aim to begin to move concentric to the Pinkmobile, as if the Pinkmobile is the center of a clock, Robotron is the second-hand and the Pinkmobile’s rockets are the minute-hand, attempting to catch you up. Eventually, the Pinkmobile’s velocity may cause it to escape the formation but hopefully you will also survive the encounter so that you can repeat it again.
#4 – Mengarite Assassin Enforcer
If you don’t know the locations of these enemies in the levels from experience, then you are in for a nasty surprise. They are invisible after all! A player may find themselves dignifiedly exclaiming to themselves at times, “WTF!? Why did I die?” It could be due to the small red bullet – which you cannot shoot down - coming through a wall to kill you out of nowhere. It’s here that you have to listen out for the Mengarite Enforcer’s frightening audio cue. This means that it’s seen you. If the cue repeats, it is chasing you and shooting you. Hopefully you have room behind you to retreat to and you are able to notice the direction where their bullet is coming from. That is the direction that you must shoot in. With enough distance, you can stay out of the Enforcer’s range. They don’t have that much health. Hopefully, you will hear their audio cue again only with more reverb and sounding more wonderful as it signifies that you’ve killed the Mengarite Enforcer. Then, the sound of peace and quiet. And then, the sound of you blindly shooting forward again as you move because why not?
#3 – Green Square Confiner
In certain environments, these guys can be dealt with easily. In other environments, they are your worst enemy. You really do not want to fight one in open space. If you have to fight one in open space, take into consideration the direction the Confiner is chasing you in. If you are both moving horizontally across the level, you have to try and stay on the same X coordinate as the Confiner as much as you can. If the Confiner manages to swing all the way around you, then you wouldn’t be able to shoot down the projectiles that it endlessly shoots towards you. Be careful fighting near walls. A narrow passage will suppress the Confiner’s mobility and make things easier for you. Only one wall though, and the Confiner can arc over you at its will, allowing for many directions for projectiles to come from. Another potential preferred arena for battle is a single large box obstacle between you and the Confiner. Gradually and carefully play ring around the roses with it. Do not ever, EVER bring the battle over to the check point where you spawn or else wave bye-bye to your run.
#2 – Crosses
Without exception these will always be your main priority from the start of any stage. Take all of them out immediately or else you will be in for a stage of trouble. You’ll see what I mean. Nothing stings and grinds your teeth with a yelp more than a Cross squeezing through the gap in between the shots that you laid out in front of it for it to fly into. Bastards!
#1 – Tanks
These will be your number one enemy in the game. If there is ever a need for a mathematician specialising in geometry to get on board, it is for this. If there is ever something about this game to take away with you and think about, it is this. What is the best way to avoid Tank projectiles ricocheting around the stage? It is deterministic, so if we thought about it, we could work it out. All we know is, it isn’t by simply traversing the perimeter. Not that it would make much difference anyway! When Tanks are spawned from Crosses, they’re arranged all next to each other, behind the spawning Cross, in a nice little row. Sure, that’s a lot of shots coming at you from one direction, but it’s a simple enough mass of enemies to unload into. Die after this and it’s ruined. Upon respawn, the Tanks are now randomly distributed all over the stage. Not only does that make incoming Tank fire more difficult to deal with, but Robotron now also must take himself further into danger to deal with these foes one at a time. If this wasn’t all taxing enough, the Crosses’ and Tanks’ introduction in stage seven has Tanks fall after a single hit. Every time they appear after that though, they now will always require more than one regular hit in order to be taken down. After respawns in later stages, often the best thing you can hope for before inevitably getting shot again is to line up from the start with a tank of your choice, hopefully unload enough shots right into it, and then be ready to spawn again. They must be defeated! You must do it!
These will be the most common enemies you will face in ROBOTRON. But there is more to discover. Bosses as well I hear.
Stay tuned. Look out for the release coming soon.
Get ROBOTRON
ROBOTRON
UNKNOWN! This game will be FREE and from start to finish and beyond will COST NO MONEY to play!
More posts
- ROBOTRON Trailer! (And some more footage)20 days ago
- ROBOTRON is RELEASED! Download now for free!24 days ago
- Here's some stuff about the Power Ups! Come back here after you've become pro at...27 days ago
- Online Game Footage!27 days ago
- NEW FREE GAME COMING OCTOBER87 days ago

Comments
Log in with itch.io to leave a comment.
My vote goes to Hulks! :D
These instructions are very useful.
: O
I guess they just don't get out of your way. Bad news. They won't be going anywhere : I