
Carebotz is an arena shooter game spiced with metroidvania elements. You control BIBZ, a little maintenance droid. Collect the tons of blueprints, navigate the tight corridors, customize your toolset, learn to take advantage of gravity, upgrade, repair and encounter many different types of enemies!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 39 reviews with recorded playtime.
Reviews
[table][th] Review by [url=https://store.steampowered.com/curator/34633003-Gaming-Masterpieces/lists/] Gaming Masterpieces [/url] - The greatest games of all time on Steam. [/th][/table] This is the Thrust clone I have (not) waited for! But I am still glad I got it. You play Bibz, a repair droid that has just been awakened. Your factory seems to have been abandoned, heavily damaged, and overrun by hostiles. Controlling your little repair bot is easy, engage your thrusters and turn it left or right. Even unskilled players like me can navigate through the large tunnels with ease. Should you still collide with the environment, don't worry because your bot receives only little damage. There are repair/upgrade stations everywhere, and they remove the scratches from your metal body free of charge. While flying is easy, the game itself is not. It doesn't take you by your hand, you have to explore your sourroundings, learn how to use the upgrade stations, find ressources and upgrade your repair bot while you... well, repair damaged machinery. Your sourroundings obviously need maintenance, and there are hostiles as well. Are they robots? Or hostile creatures? Anyway, they attack you on sight, so you should kill them first. And here the game becomes a bit challenging, because you are a repair droid, not a combat robot. Your first weapon is more like a peashooter than a gun, but of course you will find upgrades and additional weapons soon. You will explore the factory (with automapping), find blueprints for upgrades, find the ressources required to build them, kill enemies blocking your way, guarding valuable ressources or attacking certain pieces of factory equipment that you have to protect, and discover more and more about the story while you repair the damaged bots or machinery in the factory. While basic maneuvering is easy (at least until you encounter obstacles that kill you when you touch them), fighting AND maneuvering is not. The gravity pulls you slowly to the ground, you have a front and a back thruster to use, and firing your weapons produces a strong recoil - so you are not really what I call a stable gun platform. [u][b] Conclusion:[/b][/u] So is it a masterpiece? No, but it is a lovingly crafted indie game inspired by all-time classics like Thrust and Astroids, full of upgrades, secrets, challenging fights, and a large map to explore.
Carebotz is an indie game about a maintenance droid in a ruined floating factory, I'm sure you will like its futuristic UI design and progressive level system as well as the implementation of gravity. This game's degree of difficulty sits among the challenging ones which are easy to learn but hard to master, ability to keep a safe amount of energy and gas while explore and fight your way out is essential for surviving. And trust me, you'll need a controller to enjoy this game.
Welp...after messing around for 45+ minutes to get my controller working with this game, I find out it's not a twin-stick. QoL would greatly improve if we could move our ship in directions other than the direction we are facing, but you can't. Which means if you need to move just a tiny bit to the left you have to turn ur ship 90 degrees, throttle, and then turn back. Also, since it's low gravity and your ship doesnt have inertia dampeners or RCS (for some reason) you are constantly having to throttle on/off and rotate to stay where you want. This combined with trying to use the other buttons is pretty uncomfortable. Great concept for a game but sadly refunding.
Controls are horrible, both on game-pad and keyboard, they are also unexplained and unbindable so good luck figuring out how to move if you're trying to use the Keyboard, if there's a tutorial I never really found it, and the constant downward drift made it unplayable.
Fun game but you have to enjoy high difficulty to get it. Also, the game isn't exactly a Metroidvania, but fans of open-ended, nonlinear exploration will like it, provided you also enjoy the thrust-based core gameplay. If you're casually into space shoot 'em ups and don't like "git gud" games, don't expect the Metroidvania stuff to carry the game for you. I'm not a huge fan of this genre so I can't say how it stacks up, but combat and movement are pretty slick. There's a lot of physics fun on display with stuff like being pushed back when shooting. Controls feel pretty smooth. Enemy variety is good and interesting, and you often face mobs that have interesting synergies. There's one enemy in particular that moves really fast and will drain your energy at close range that haunts my nightmares. There's some interesting lore hinted at as you travel. It's nothing major but enough to make me think the story is building up to something and more than these kind of games usually have. The game has a few teething problems that I was able to forgive. Sometimes it's hard to tell if a stationary object is in the same plane as you, or if it's in the foreground or background. Some things that look like a solid wall, you can actually move past them since they're not really in that plane. I eventually was able to spot ahead of time which objects those were. You have two types of currency for upgrades, but one is so plentiful that you'll never be short on it, so really there's only one kind of currency that matters. I used to have problems learning what to do or which buttons do what functions, but the developer has since added tutorial messages and a control overlay on the loading screen. So if you pick this game up now, you won't have those problems. Also, in my opinion, the game is too stingy with upgrades. You are constantly bombarded with crates with currency and blueprints for new upgrades. But almost every time I found a new blueprint, I'd be 100 "juice" short of being able to build it, and I was still saving up for the blueprint I found 8 crates ago. Eventually, it stopped being fun to find new blueprints because I could only afford to build a fraction of them. This might be part of an RPG like system, where you can customize and upgrade the weapons you do use, but in my opinion it's a point against it being a Metroidvania. Finding a secret in Super Metroid is always exciting because it's an immediate benefit. Here, most secrets are just a small amount of currency and more blueprints you won't be able to build any time soon. But my biggest problem was the map. It doesn't show borders, so there's nothing to distinguish between a dead end and a corridor you haven't explored fully. Or sometimes an area on the map looks like it's connected but when you get there, there's a wall that didn't show up on the map and you can't actually get through that way. I spent a good 45 minutes going in circles at one point with no idea where to go next. To their credit, the dev did add a function where every time you open a gate, it blinks on the map screen so you know where to go next. But this didn't fix every problem I had. Eventually the game proved too difficult and frustrating for me. There are sections of laser gate challenges that were too long for my tastes, sometimes with enemies inside. And if you die, you have to start all over again. Sometimes these also included branching paths but no save spot nearby. A couple times, I found something interesting branching off one of these laser corridors, but didn't want to explore it because I knew if I ran into a tough fight and died, I would have to repeat the laser challenge just to take a second crack at the fight. You have to enjoy that Soulslike "git gud" mentality to enjoy this game. Other challenges include long fights with wave after wave of opponents and defending nodes from attack. If you like these kind of games and don't mind a challenge, you might enjoy it a lot more. But for me as someone idly curious of the genre and hoping for more Metroidvania elements, the game eventually got more difficult to be fun for me. So check it out if you like the genre but do be prepared for a challenge and to repeat some sections in between save points.
yes
One of my friend showed me the trailer of this game and I was instatnly hooked on it! Still wasn't able to play with it too much, but it already fullfilled the hopes I had pre purchase! Sure, the game is challenging : it is easy to die in any way :D, but there's a decent upgrade options for items which also gives some hint for the upcoming challenges. Although it's not necessary, a controller is highly recommended for the best experience! The music and visuals are immersive!
Clunky controls, non-existent settings, poor enemy design. It tries to use controls from a classic like Asteroid or thrust and fails at it. Moving feels like ass while enemies can swim through and weave at will. Barely any momentum maintained from boosting meaning trying to strafe is near impossible since stopping will immediately begin decelerating your speed to 0. Trying to aim your weapon is terrible because of this plus your weapon is off center which it even more of a poor experience. Moving it is very imprecise making large rotations for fine adjustments. Firing means you get pushed back but since your weapon is offset and your orientation/aiming indicator is useless for stupid reasons means the issue is exacerbated. Difficulty in this game means you are made of paper mache with a shield of cardboard and a thruster powered by fart. Early enemies just eat thru your shield while having a their own that tanks your shots and they are normally in groups. There are even enemies just about the size of your bullets that are frustrating because of the aforementioned issues. Proximity mines, for whatever reason, are plopped in front of you and will randomly choose to go off or not. If it does while you're there you'll take damage which is understandable if not for the fact that movement feels like ass. You are completely within it before you can maneuver. Why not use boost? Because the game tries to be a corridor shooter meaning you will slam into a wall. The way the environment is designed makes it difficult to distinguish if it's in the foreground or not. A game shouldn't take hours to feel right yet right off the bat it feels bad. I'm unsurprised there is little fanfare. There are people that are fine with bashing their head and tolerating this kind of clunk but I'm not one of them. It doesn't matter if you're indie, the only part you get scott-free on that is pricing and I would not buy this if it wasn't on sale. Want a game reminiscent of a classic that doesn't fall flat on its face? Get Nova Drift and never look back.
Finally a singleplayer Headon! The metroidvania gameflow is a needed upgrade on this old genre. Control feels super good, need a little time to get used to but afterwards it's super enjoyable to maneuver in this world through the enemy bullets. Graphics are stylish and unique! There could be some improvements on the audio side, but I could only play a test version - lets see what the updates will bring. This game is a perfect fit for a nice weekend gaming if you enjoy old-school style physics based spaceship action. Recommended!
Awesome game, I truly recommend it! Once you get the hang of it, you're hooked!
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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