Карточка игры / ROGUE BY ROGUEA Robot Named Fight
Оригинальный текст · АнглийскийA 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.
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Обсуждения игроков
Оригинальный текст · АнглийскийA 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.
Оригинальный текст · АнглийскийPlayers 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.
Что хвалят игроки
- Оригинальный текст · АнглийскийMovement and shooting feel very close to Super Metroid, which Metroid fans treat as the main draw
- Оригинальный текст · АнглийскийHuge pool of randomized weapons, items and synergies makes each run and build feel different
- Оригинальный текст · АнглийскийStrong 'one more run' loop once the slow opening minutes of a run are past; some players report hundreds of hours
- Оригинальный текст · АнглийскийProcedural maps are still gated by ability checks, so it keeps a sense of metroidvania exploration and secret hunting
- Оригинальный текст · АнглийскийLots of secrets, multiple endings and final bosses, plus unlocks that keep replays fresh
- Оригинальный текст · АнглийскийLocal co-op and full controller support
- Оригинальный текст · АнглийскийChunky, gross enemy and boss designs are called out as a highlight even by lukewarm critics
Что критикуют игроки
- Оригинальный текст · АнглийскийPresentation is seen as generic or bland, lacking the moody atmosphere of the game it imitates
- Оригинальный текст · АнглийскийProcedural level design is inconsistent; generator can occasionally produce awkward or dead-end layouts
- Оригинальный текст · АнглийскийSome runs do not give enough upgrades to handle later bosses, making RNG swingy
- Оригинальный текст · АнглийскийBreakable secret walls are unmarked, so players feel they must shoot every surface; walls and enemies respawn and undo opened passages
- Оригинальный текст · АнглийскийDifficulty is uneven: early bosses are considered too easy for a roguelite while later ones require long runs to reach
- Оригинальный текст · АнглийскийReviewers flagged very long item-pickup fanfare and some platforming precision issues on tight gaps
- Оригинальный текст · АнглийскийStory is minimal and voice acting is heavily processed and hard to understand
- Оригинальный текст · АнглийскийA few bugs and annoyances remain and the game is no longer actively updated
- Оригинальный текст · АнглийскийSome later enemy groups with lock-on projectiles can cause cheap, instant-feeling deaths (Metacritic user complaints)
Отличительные особенности
- Оригинальный текст · АнглийскийGrafts a roguelike run structure directly onto a Super Metroid skeleton, rather than following the Dead Cells or Rogue Legacy action model
- Оригинальный текст · АнглийскийSlower, more old-school pace than typical action roguelites, emphasising verticality and wall-jumping
- Оригинальный текст · АнглийскийProcedurally generated maps still use gated upgrades, so runs feel like miniature metroidvanias
- Оригинальный текст · АнглийскийMachine-god shrines with number-based offerings add a cryptic meta layer
- Оригинальный текст · АнглийскийMultiple endings, final bosses and a lore-heavy hard mode behind repeated completions
- Оригинальный текст · АнглийскийCouch co-op on a Metroid-style game, which is rare in the subgenre
Спорные моменты
- Оригинальный текст · АнглийскийWhether 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
- Оригинальный текст · АнглийскийDifficulty: some find it too lenient and easy to break, others find bad RNG runs and late bosses punishing
- Оригинальный текст · АнглийскийOriginality: praised as a loving homage to Super Metroid by some critics and dismissed as close to a fangame by others
- Оригинальный текст · АнглийскийPlayer skill fit: fans of Super Metroid find it comfortable, while players unfamiliar with that movement hit an extra learning hump
Повторы и неудобства
- Оригинальный текст · АнглийскийEarly minutes of every run feel slow while you only have weak starting weapons and limited movement
- Оригинальный текст · АнглийскийRestarting after every death becomes repetitive, especially for players who want metroidvania-style persistent progress
- Оригинальный текст · АнглийскийConstantly shooting walls to find secret passages, then re-breaking walls that respawn
- Оригинальный текст · АнглийскийReaching the harder late bosses can take an hour or more, so failed attempts are costly
- Оригинальный текст · АнглийскийLearning what items do requires many runs and some outside research
- Оригинальный текст · АнглийскийCo-op camera system is a turn-off for some players
Ожидаемые улучшения
- Оригинальный текст · АнглийскийAllow rebinding movement abilities such as slide, which is tied to a two-key combo on keyboard and easy to misfire
- Оригинальный текст · АнглийскийGive some form of persistence or run-saving so death does not always mean restarting from the very beginning
- Оригинальный текст · АнглийскийMake breakable walls telegraphed and stop them from respawning instantly
- Оригинальный текст · АнглийскийMore 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
- Оригинальный текст · АнглийскийLarger, more intricate environments and more enemy, boss and biome variety (a sequel is frequently requested)
- Оригинальный текст · АнглийскийExplain the cryptic shrine and offering system in-game instead of requiring outside guides
Оригинальный текст · АнглийскийSteam 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.
Источники сообщества
- Оригинальный текст · АнглийскийTop helpful positive and negative English Steam reviews ↗
- Оригинальный текст · АнглийскийSteam store data: 88% positive of 897, SteamSpy owners range, revenue estimate ↗
- Оригинальный текст · АнглийскийOpenCritic score 73, 59% recommend, 18 reviews and outlet scores ↗
- Оригинальный текст · АнглийскийMetacritic Switch Metascore 71 and user score 7.5 ↗
- Оригинальный текст · АнглийскийLinux-focused review and community debate on roguelike plus metroidvania ↗
- Оригинальный текст · АнглийскийTheSixthAxis 7/10 Switch review: good controls, bland atmosphere, lenient difficulty ↗
- Оригинальный текст · АнглийскийDread Central 4/5 review: unapologetic Super Metroid homage, cryptic shrines, late boss difficulty ↗
- Оригинальный текст · АнглийскийNintendo Life 7/10 review (score via OpenCritic; page itself blocked) ↗
- Оригинальный текст · АнглийскийSteam community discussion (co-op and features), surfaced in search ↗
- Оригинальный текст · АнглийскийEstimated gross revenue about $199,786 (Boxleiter method) ↗
Архив мнений автора 1
Сторонние пересказы на основе автоматических субтитров могут содержать ошибки расшифровки или интерпретации.
Оригинальный текст · АнглийскийTier list Part 3 (2025)
Оригинальный текст · АнглийскийA 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.
Что хвалит автор
- Оригинальный текст · АнглийскийUnusual, faithful blend of Metroidvania and roguelike; best of its kind in his view
- Оригинальный текст · АнглийскийRandomized levels, enemies and bosses vary by run
- Оригинальный текст · АнглийскийGreat enemy variety and plenty of items and bosses to find
- Оригинальный текст · АнглийскийPixel art and music fit well and evoke nostalgia
- Оригинальный текст · АнглийскийFirst-time exploration feels strong, like a real Metroid game
- Оригинальный текст · АнглийскийSimple, straightforward lore and strong vibe
Проблемы, отмеченные автором
- Оригинальный текст · АнглийскийGenres conflict: replayability suffers and each run restarts from a weak, minimalist start
- Оригинальный текст · АнглийскийGameplay is simple and awkward, with old Metroid controls (hold button to aim diagonally)
- Оригинальный текст · АнглийскийEarly biomes have limited enemy pools, so runs start feeling the same
- Оригинальный текст · АнглийскийLevels can be long; backtracking and enemies respawning every room feel tedious
- Оригинальный текст · АнглийскийUnexplained items and shrines make risky purchases punishing since death is permanent
- Оригинальный текст · АнглийскийWishes he could skip to the midgame more often
Наблюдения о дизайне
- Оригинальный текст · АнглийскийOne of very few true Metroidvania roguelikes; he does not count Dead Cells as one
- Оригинальный текст · АнглийскийBosses differ by seed, giving new encounters each run
- Оригинальный текст · АнглийскийMetroid-style opacity clashes with roguelike permadeath, making unknown gambles feel harsher


