
A solar-powered robot awakens in an abandoned data center. — In this short 3D platformer, your movement, health, and ammo all use precious solar energy. Plan your actions carefully to seek freedom, as every step may be your last.
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About
Robosynthesis is a 3D Action / Puzzle Platformer, where you control SUNNI – the robot who’s just been re-activated after a new ray of sun cracked through their underground facility.
The twist? Your movement, health, and ammo all use precious solar energy. Plan your actions carefully to seek freedom, as every step may be your last.
A new discovery lurks behind every corner. Will SUNNI escape the facility... and uncover what happened long ago?
Roughly 20 to 40 minutes of playtime for a first playthrough.
3 large main levels.
10 secret data logs to collect.
Museum with 40+ pieces of concept art, design sketches, and early game screenshots.
2 bonus levels referencing other Cocoteam games..?!
An optional retro pixelation filter.
Robosynthesis was developed with a core team of five students for Senior Project @ Eastern Michigan University. The game was created from scratch within one semester.
Genres
Stats
Languages: English
Engagement
Reviews
A fairly short but enjoyable game — 3 hours to 100% completion and it was absolutely worth it. The visuals are great, the atmosphere and audio perfectly match the game's art direction, and the retro-game inspiration is well-balanced. The gameplay feels a bit rough during the first 10 minutes, but you get used to the controls quickly. The target lock-on and switching mechanic is interesting — reminds me of PS2-era games — though it still needs some polish. A few minor FOV glitches here and there, but the camera doesn't sit too far back like another review suggested. Precise platforming is definitely doable (I think that one's a skill issue 😄). The "museum" section after collecting all 10 data logs (some are well-hidden but never unfair) is a nice touch. Outside of a few small bugs and FPS drops, the game is well worth it! [b]For the devs :[/b] Things to fix / improve: Customization: - FOV slider - Rebindable keys - The death sound (the falling metal bar meme) should have an on/off toggle — it gets quite annoying... Gameplay: - Enemy variety is lacking - Boss fights are too simple: just hug the swirl-shaped light bulb, spam the shoot button, and circle-strafe. Every single boss goes down the same way, which is a missed opportunity. - After clearing a zone and revisiting it, some enemies respawn and others don't — feels inconsistent - Data logs should be numbered in discovery order rather than chronological order. [SPOIL] [spoiler] For example, the log hidden under the platform with the energy halo — I found it after finishing the game, but it shows up as number 5 when it should be number 2. [/spoiler] [END SPOIL] Also, it would be helpful to know how many logs are in each zone (10 total across 3 zones — but which one has 4?) - [SPOIL] [spoiler] The final ascent as Super SUNNI is a great power-fantasy moment and the music nails it — but it lacks a clear goal and feels slightly undercooked. Also, shooting the big bosses at the end of the platform while breaking crates simultaneously causes significant framerate drops. [/spoiler] [END SPOIL] UI: [SPOIL][spoiler] - At the end of the game, when you become Super SUNNI, the grey outline of the energy bar doesn't track the actual energy level. It might be intentional, but it doesn't look great. [/spoiler] [END SPOIL] Bugs: [SPOIL][spoiler] - In Zone 2, when introduced to the "big blocks" you shoot to temporarily solidify them, I accidentally triggered a strange bug: my character started moving in sync with the left-right sliding blocks. I couldn't reproduce it despite multiple attempts. However i have the recording of the bug happening. - In Zone 3, the sequence where you shoot the light bulb to move a platform over the evil energy halo (to kill the wasp, then use its remains for the elevator) bugged out on me several times: the elevator would start rising, then the wasp remains would clip through the platform, leaving me completely stuck. Unfortunately I didn't record it. [/spoiler] [END SPOIL] Suggestions: - Add brief invincibility frames on respawn (or at least while the player hasn't moved yet) - A tool (alongside the gun) to retrieve objects that fall into the water — blocks and enemy remains fall in surprisingly often - Shooting empty blocks to solidify them is a clever mechanic; it would feel even better if shooting them also recharged their energy - Give each zone section its own name - Shooting an enemy should aggro it - Enemies shouldn't be able to aggro through walls - Give each enemy type a name - Bosses are too easy — either their max HP is too low or the player deals too much damage. Additionally, you can actually start shooting (and nearly kill) the boss while the platform is carrying you to the arena, which kills the tension tbh <3 <3 <3
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 23 reviews with recorded playtime.
the librarian
Price is one of the two positives about this game, the other one is the graphical style. Aside from those two, I recommend avoiding the game. The idea is interesting but its execution is very unfun and controls are awful. I wanted to finish the game but then I realised I wanted to keep playing just to "beat" the terrible controls and gameplay. At that point, I realised it's better to move on
cute little platformer game! excited to see whats next from the dev!!
I would love to play the game but as it stands, there is too much screen chugging & stopping. All my other games work.
For free? a good short game for 0 buckaroonies id recomend
Actually an S-tier mascot platformer that made me want MORE! Harkens back to Spyro, Crash and a bit of Mega-man! I wish there were more levels with more abilities, enemies, bosses, and mechanics! Support this developer! They have so much potential!
Jogo de plataforma 3D excelente, porém curto. Sendo fácil platinar para quem gosta e possui referências ao [spoiler] super mario 64 [/spoiler] -> Jogabilidade bem fluida: - A movimentação do personagem é muito boa e simples, apenas andar, pular e dash - A câmera deixa a desejar, pois quando colocamos para a mira focar nos inimigos nós perdemos o sentido do personagem e fica fácil cair em um buraco - A arma é relaxante de atirar -> A Música é cozy e relaxante, combina com atmosfera do jogo -> A compatibilidade com o controle é bom, mas a mira é muito sensível no analógico, ou seja, ou a camerâ fica muito lenta e a mira ok ou a camerâ fica muito rapidá e a mira ultra rápida. -> Rodou bem usando o Proton da Steam, sem muito engasgos (apenas na hora de carrega os shaders) No fim, um excelente jogo para se finalizar em uma sentada.
good
Very good. Very free. Try it.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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