Fiche du jeu / ROGUE BY ROGUEA Robot Named Fight
Texte original · AnglaisA Robot Named Fight is a Metroidvania roguelike focused on exploration and item collection. Explore a different, procedurally-generated labyrinth each time you play and discover randomized power-ups to traverse obstacles, find secrets and explode meat beasts.
Notre note
Classé après évaluation des cinq critères
Jeu répertorié. Évaluation à venir.
Ce jeu n’a pas encore été évalué selon nos cinq critères. Consultez ses informations et les documents externes en attendant.
Critiques vidéo
Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.
D’autres voix, à titre indicatif.
Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.
Synthèse des discussions
Texte original · AnglaisA Super Metroid-inspired metroidvania roguelite by solo dev Matt Bitner (Morningstar Game Studio) in which you explore a freshly generated labyrinth each run, collect randomized weapons and items, and blow up fleshy Megabeast monsters.
Texte original · AnglaisPlayers rate it Very Positive on Steam (about 88% of 897 reviews), and its core appeal is a faithful Super Metroid feel combined with a run-based item-synergy loop. Critics were warmer than lukewarm but less enthusiastic than fans: Metacritic 71 on Switch from 9 critic reviews (user 7.5 from 33 ratings), OpenCritic 73 Top Critic Average from 18 reviews, with scores ranging from 6/10 to 9/10. The recurring caveats are a bland presentation, inconsistent procedural level design, and a roguelike reset that clashes with metroidvania exploration. Launched on Steam in Sept 2017 and on Switch in April 2018 (published by Hitcents); the dev is solo and has been inactive on new content for years, yet recent 2025-26 Steam reviews still call it an underrated gem and ask for a sequel.
Ce que les joueurs apprécient
- Texte original · AnglaisMovement and shooting feel very close to Super Metroid, which Metroid fans treat as the main draw
- Texte original · AnglaisHuge pool of randomized weapons, items and synergies makes each run and build feel different
- Texte original · AnglaisStrong 'one more run' loop once the slow opening minutes of a run are past; some players report hundreds of hours
- Texte original · AnglaisProcedural maps are still gated by ability checks, so it keeps a sense of metroidvania exploration and secret hunting
- Texte original · AnglaisLots of secrets, multiple endings and final bosses, plus unlocks that keep replays fresh
- Texte original · AnglaisLocal co-op and full controller support
- Texte original · AnglaisChunky, gross enemy and boss designs are called out as a highlight even by lukewarm critics
Ce que les joueurs critiquent
- Texte original · AnglaisPresentation is seen as generic or bland, lacking the moody atmosphere of the game it imitates
- Texte original · AnglaisProcedural level design is inconsistent; generator can occasionally produce awkward or dead-end layouts
- Texte original · AnglaisSome runs do not give enough upgrades to handle later bosses, making RNG swingy
- Texte original · AnglaisBreakable secret walls are unmarked, so players feel they must shoot every surface; walls and enemies respawn and undo opened passages
- Texte original · AnglaisDifficulty is uneven: early bosses are considered too easy for a roguelite while later ones require long runs to reach
- Texte original · AnglaisReviewers flagged very long item-pickup fanfare and some platforming precision issues on tight gaps
- Texte original · AnglaisStory is minimal and voice acting is heavily processed and hard to understand
- Texte original · AnglaisA few bugs and annoyances remain and the game is no longer actively updated
- Texte original · AnglaisSome later enemy groups with lock-on projectiles can cause cheap, instant-feeling deaths (Metacritic user complaints)
Caractéristiques distinctives
- Texte original · AnglaisGrafts a roguelike run structure directly onto a Super Metroid skeleton, rather than following the Dead Cells or Rogue Legacy action model
- Texte original · AnglaisSlower, more old-school pace than typical action roguelites, emphasising verticality and wall-jumping
- Texte original · AnglaisProcedurally generated maps still use gated upgrades, so runs feel like miniature metroidvanias
- Texte original · AnglaisMachine-god shrines with number-based offerings add a cryptic meta layer
- Texte original · AnglaisMultiple endings, final bosses and a lore-heavy hard mode behind repeated completions
- Texte original · AnglaisCouch co-op on a Metroid-style game, which is rare in the subgenre
Points qui divisent
- Texte original · AnglaisWhether roguelike structure and procedural generation belong in a metroidvania at all; 2018 commenters argued permadeath and randomness are opposite to hand-crafted exploration, while fans say it works surprisingly well
- Texte original · AnglaisDifficulty: some find it too lenient and easy to break, others find bad RNG runs and late bosses punishing
- Texte original · AnglaisOriginality: praised as a loving homage to Super Metroid by some critics and dismissed as close to a fangame by others
- Texte original · AnglaisPlayer skill fit: fans of Super Metroid find it comfortable, while players unfamiliar with that movement hit an extra learning hump
Répétition et contraintes
- Texte original · AnglaisEarly minutes of every run feel slow while you only have weak starting weapons and limited movement
- Texte original · AnglaisRestarting after every death becomes repetitive, especially for players who want metroidvania-style persistent progress
- Texte original · AnglaisConstantly shooting walls to find secret passages, then re-breaking walls that respawn
- Texte original · AnglaisReaching the harder late bosses can take an hour or more, so failed attempts are costly
- Texte original · AnglaisLearning what items do requires many runs and some outside research
- Texte original · AnglaisCo-op camera system is a turn-off for some players
Améliorations espérées
- Texte original · AnglaisAllow rebinding movement abilities such as slide, which is tied to a two-key combo on keyboard and easy to misfire
- Texte original · AnglaisGive some form of persistence or run-saving so death does not always mean restarting from the very beginning
- Texte original · AnglaisMake breakable walls telegraphed and stop them from respawning instantly
- Texte original · AnglaisMore consistent boss counts per region, and fewer reused bosses; give the final region an alternate variant and treat the hard mode as a proper mode with achievements
- Texte original · AnglaisLarger, more intricate environments and more enemy, boss and biome variety (a sequel is frequently requested)
- Texte original · AnglaisExplain the cryptic shrine and offering system in-game instead of requiring outside guides
Texte original · AnglaisSteam launch was Sept 7, 2017, and the Switch version followed Apr 26, 2018 from publisher Hitcents, with critic coverage clustering around the Switch release. Outlet scores ranged widely (53/100 to 90/100), with OpenCritic showing a 73 average but only 59% of critics recommending it. Steam sentiment has stayed strongly positive and recent reviews (2025-26) keep calling it an overlooked gem. Reviewers note the dev has been away from programming for a while, so no new content is expected. Steam sales estimates from third-party sites: about 50k-100k owners (SteamSpy range) and roughly $200k estimated gross (Boxleiter-based, order-of-magnitude only). Also available on PS4, Xbox/Microsoft Store, Mac and Linux.
Sources communautaires
- Texte original · AnglaisTop helpful positive and negative English Steam reviews ↗
- Texte original · AnglaisSteam store data: 88% positive of 897, SteamSpy owners range, revenue estimate ↗
- Texte original · AnglaisOpenCritic score 73, 59% recommend, 18 reviews and outlet scores ↗
- Texte original · AnglaisMetacritic Switch Metascore 71 and user score 7.5 ↗
- Texte original · AnglaisLinux-focused review and community debate on roguelike plus metroidvania ↗
- Texte original · AnglaisTheSixthAxis 7/10 Switch review: good controls, bland atmosphere, lenient difficulty ↗
- Texte original · AnglaisDread Central 4/5 review: unapologetic Super Metroid homage, cryptic shrines, late boss difficulty ↗
- Texte original · AnglaisNintendo Life 7/10 review (score via OpenCritic; page itself blocked) ↗
- Texte original · AnglaisSteam community discussion (co-op and features), surfaced in search ↗
- Texte original · AnglaisEstimated gross revenue about $199,786 (Boxleiter method) ↗
Commentaires archivés du créateur 1
Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.
Texte original · AnglaisTier list Part 3 (2025)
Texte original · AnglaisA Robot Named Fight is a Metroidvania roguelike that openly imitates classic Metroid, with randomized levels, enemies and bosses each run. He considers it the best attempt at fusing the two genres, since they conflict by nature. He enjoyed it and finds it unique, but it is slow to get going each run and works better as a Metroidvania than a roguelike. He places it as a solid B tier.
Ce que le créateur apprécie
- Texte original · AnglaisUnusual, faithful blend of Metroidvania and roguelike; best of its kind in his view
- Texte original · AnglaisRandomized levels, enemies and bosses vary by run
- Texte original · AnglaisGreat enemy variety and plenty of items and bosses to find
- Texte original · AnglaisPixel art and music fit well and evoke nostalgia
- Texte original · AnglaisFirst-time exploration feels strong, like a real Metroid game
- Texte original · AnglaisSimple, straightforward lore and strong vibe
Problèmes relevés par le créateur
- Texte original · AnglaisGenres conflict: replayability suffers and each run restarts from a weak, minimalist start
- Texte original · AnglaisGameplay is simple and awkward, with old Metroid controls (hold button to aim diagonally)
- Texte original · AnglaisEarly biomes have limited enemy pools, so runs start feeling the same
- Texte original · AnglaisLevels can be long; backtracking and enemies respawning every room feel tedious
- Texte original · AnglaisUnexplained items and shrines make risky purchases punishing since death is permanent
- Texte original · AnglaisWishes he could skip to the midgame more often
Observations sur la conception
- Texte original · AnglaisOne of very few true Metroidvania roguelikes; he does not count Dead Cells as one
- Texte original · AnglaisBosses differ by seed, giving new encounters each run
- Texte original · AnglaisMetroid-style opacity clashes with roguelike permadeath, making unknown gambles feel harsher


