
2D platformer with a side view, in which the main player needs to go through 10 levels to achieve your goal. The player will prevent a wide variety of enemies, weapons, traps
Modeled estimate, not a reported figure. How we estimate →
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About
Genres
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 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
This game changed my entire way of living Robolom isnt just a game... Its a lifestyle. Super Robolom's lore goes deeper than peak like breaking bad and the Sopranos. I cant even rewatch them after playing this SPOILERS AHEAD so, robolom is like this robot dude, and hes formed by an evil scientist, he is made of scrap metal (thats why he takes damage when enemies touch him) and his feet are made of Tungsten (explaining why he doesnt die when he falls out of the map and why he can crush a couple turts.) This game is a fresh example of going into a game for the gameplay, but staying for the story. Don't get me wrong, the platforming is next level top notch platforming as per the standard of Laush Studio. But this, game, this story around the world of Robo (short name for close friends) is riveting, just AMAZING. He's just the only good in this world, trying to get by, so many evil things are after him, even the dogs turn evil, but he powers through, crushing turts, and killing dogs because hes bored. The end is just stunning, i will hoever not spoil that. PLEASE buy this game 10/10 graphics, gameplay, and its so so difficult too, its so much fun having to play the entire game again after dying once. 10/10
my money
This game is worth all your money. The graphics are outstanding, the gameplay is innovative, and overall, it's better than most ea-made games. 11/10
Ok, why would you pay 21 $, game is good to be at max 2 or 3$ but i wouldn t pay that much so i will make a rate. ---{ Graphics }--- ☐ You forget what reality is ☐ Beautiful ☐ Good ☑ Decent ☐ Bad ☐ Don‘t look too long at it ☐ MS-DOS ---{ Gameplay }--- ☐ Very good ☐ Good ☐ It's just gameplay ☑ Mehh ☐ Watch paint dry instead ☐ Just don't ---{ Audio }--- ☐ Eargasm ☐ Very good ☐ Good ☐ Not too bad ☑ Bad ☐ I'm now deaf ---{ Audience }--- ☑ Kids ☑ Teens ☐ Adults ☐ Grandma ---{ PC Requirements }--- ☑ Check if you can run paint ☐ Potato ☐ Decent ☐ Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer ---{ Difficulty }--- ☑ Just press 'W' ☐ Easy ☐ Easy to learn / Hard to master ☐ Significant brain usage ☐ Difficult ☐ Dark Souls ---{ Grind }--- ☑ Nothing to grind ☐ Only if u care about leaderboards/ranks ☐ Isn't necessary to progress ☐ Average grind level ☐ Too much grind ☐ You'll need a second life for grinding ---{ Story }--- ☑ No Story ☐ Some lore ☐ Average ☐ Good ☐ Lovely ☐ It'll replace your life ---{ Game Time }--- ☐ Long enough for a cup of coffee ☑ Short ☐ Average ☐ Long ☐ To infinity and beyond ---{ Price }--- ☐ It's free! ☐ Worth the price ☐ If it's on sale ☐ If u have some spare money left ☐ Not recommended ☑ You could also just burn your money ---{ Bugs }--- ☐ Never heard of ☐ Minor bugs ☑ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs ---{ ? / 10 }--- ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10 Grab this review template here! 👉 https://vojtastruhar.github.io/steam-review-template/
小学生が初めてのプログラミングで作った様なゲーム 陳腐なジャンプアクションゲーム全10ステージ 日本語未対応だが作中英文は出てこないので問題ない 絵が二枚しかないカクカクした動きのロボを操作して全10ステージのクリアを目指すゲーム 評価点 理不尽ではない プレイスキルでクリアできる内容で画面スクロールして着地点にトゲがある場合もコインで安全地帯を教えてくれている、コインを目指して飛べばトゲには刺さらない 批評点 グラフィック 10何年前かのフラッシュゲームをを思い出すようなチープなグラフィック、しかもなぜか動作がカクカクする 死んだら1から このゲームコンティニューがなく3つあるハートが敵との接触で0になった場合はステージ1からやり直しになる ちなみに穴に落ちたりなどは何故かステージの最初からになる、なのでもしハートが残り1つになれば穴に落ちてデスホイミが可能だ 無敵時間 ないに等しい、一度接触した敵にすぐにまた触れゲームオーバーなどが目立った、上で理不尽ではないと書いたがこのゲームシステムこそが最大の理不尽かもしれない ラスボス 今までの雑魚的同様一発の踏み付けで葬れる、しかも最後のステージはそのボスがスタートから出てただ踏みつけるだけで終了、ちなみにエンディングなどはなく死んだときに出てくるスコアボードが出てくるのみである 意味のないコイン パックンフラワーにそっくりな敵やキラー代わりの大砲などが出てくるのでマリオを意識したゲームであるのは間違いないと思うがこのゲーム残機がないのでコインがゲーム的に意味のないものになっている、たぶんスコアアイテムなのだろうがこのゲームでスコアアタックをする人間などいるのだろうか 値段 現在日本円で2570円、高すぎ 総評 小学生が初めて自分一人で作ったゲーム、これが自分の息子が作ったものなら手放しで褒め称えるだろうが、製作者は私の息子ではないし、お金を取るのならそれなりに完成したものを提示しないといけない 誰がやってもつまらないTHEクソゲー、笑いにもならなければ盛り上がりもない
Esta mrda es la mayor thrash sht que he jugado en mi perra vida, me queria dar de baja de la vida, pero despues de jugar esto nisiquiera dan ganas de hacerlo.
Super Robolom es una experiencia imperdible por sus gran jugabilidad gráficos e historia. Este juego es una joya indispensable para cualquier tipo de persona que disfrute de juegos con una gran dificultad y una excelente experiencia de juego. Este juego tras el paso del tiempo se ha mantenido como uno de los mejores juegos que he jugado a lo largo de mi vida. Personalmente recomiendo este juego para cualquier tipo de publico que disfrute de un buen videojuego.
Yes.
The Triumph of Completing *Super Robolom*: A Personal Journey Every gamer has a story of their greatest victory, that one game that pushed them to their limits, tested their patience, and ultimately gave them a sense of accomplishment that stayed with them long after the screen went dark. For me, that game was *Super Robolom*. A quirky indie platformer with heart, charm, and a world brimming with colorful challenges, *Super Robolom* became more than just another game to play. It became a journey—a test of skill, perseverance, and, ultimately, triumph. The Beginning: A World of Wonder I remember the first time I loaded up *Super Robolom*. The art style immediately drew me in—vivid, hand-drawn environments paired with pixel-perfect animations. The protagonist, Robolom, was a small, friendly robot with a big heart. His mission: to restore energy to a dying world. The premise was simple, but it felt fresh. Robolom’s quest wasn’t just about jumping and shooting. It was about discovery, puzzle-solving, and connecting with a world that seemed as alive as its protagonist. As I plunged into the game, I was immediately captivated by its whimsical levels. The first world, a mechanical forest filled with lush, overgrown machinery, was a beautiful blend of nature and technology. The soundtrack, a blend of electronic beats and orchestral melodies, created a sense of adventure that felt both nostalgic and new. Robolom’s movements were tight, his controls responsive, and each jump and slide felt like a dance through this vivid world. However, despite all its charm, *Super Robolom* wasn’t going to let me breeze through it. The game quickly revealed its true nature: it was challenging. Each world became progressively more difficult, and Robolom’s journey wasn’t going to be as simple as collecting energy and hopping across platforms. The puzzles grew more complex, enemies more devious, and the platforming required more precision than I had anticipated. The Struggle: Overcoming Frustration There’s a moment in every challenging game where frustration sets in. For me, it came during the second world, a futuristic city filled with laser traps, electrified platforms, and hidden pathways. The level design was brilliant, but it pushed my reflexes and patience to the limit. I would find myself dying over and over again, inching closer to the solution with each attempt, but never quite making it. At first, I wanted to give up. “Maybe this game is too hard for me,” I thought. But there was something about *Super Robolom* that kept me going. It wasn’t just the satisfying reward of progression; it was the emotional connection I had developed with Robolom and his mission. Robolom wasn’t just a robot; he was a reflection of the persistence and optimism we all strive to embody, even when the odds seem stacked against us. The game’s mechanics were punishing, yes, but they were also fair. Every time I died, I could pinpoint the mistake I made—whether it was a miscalculated jump, a wrong timing on a platform, or simply not paying enough attention to the environment. The game never felt cheap or frustrating in the way some titles can. It felt like a true test, one that rewarded my focus and determination. One particularly tough segment involved a series of moving platforms that required precise timing to cross. I remember sitting at my desk, gritting my teeth as I tried again and again to make the leap. My hands were sore from gripping the controller so tightly, but I didn’t want to give up. After what felt like hours of trial and error, I finally made it across. The feeling of relief was overwhelming, as if I had just overcome a personal challenge. But more importantly, it reminded me that the most rewarding moments in games—and in life—often come after enduring the toughest obstacles. The Turning Point: Mastering the Mechanics What made *Super Robolom* so special was its ability to transform frustration into joy. As I progressed through the levels, I began to notice that I was getting better. The controls, once difficult to master, now felt natural. The puzzles, which had seemed impenetrable at first, started to click. I learned to anticipate the enemy patterns, to read the environment, and to time my jumps with precision. The game’s design encouraged me to experiment. Robolom’s abilities evolved as the game progressed, giving me new ways to interact with the world. I could manipulate objects, freeze enemies in place, and even alter the environment to solve complex puzzles. The key to success was understanding how these abilities worked together and using them to overcome the challenges I faced. There were moments of pure exhilaration when I would find an alternate path through a level, or when I’d solve a particularly tricky puzzle and feel a surge of pride. The game wasn’t just testing my reflexes anymore; it was challenging my mind. And as I grew in skill, I found myself more immersed in the world of *Super Robolom*, eager to see what new challenges awaited me. The Final Stretch: A Sense of Accomplishment As I neared the end of the game, the levels became more intricate and the puzzles more demanding. Robolom’s journey was nearing its climax, and the stakes had never been higher. The final world was a sprawling, mechanized wasteland filled with devious traps and impossibly fast enemies. But by now, I was a seasoned player. I knew how to time my jumps, when to pause and think, and how to approach each new obstacle with confidence. The final boss fight was the culmination of everything I had learned. It wasn’t just a test of reflexes—it was a battle of wits. The boss had multiple phases, each one requiring me to adapt and use everything I had learned in the game so far. There were moments when I thought I had lost, when I came so close to defeat. But in those moments, I dug deep, pushed forward, and persevered. And then, after what felt like an eternity, I did it. Robolom triumphed, the world was saved, and I had completed the game. The screen faded to black, and a sense of overwhelming pride washed over me. I had finished *Super Robolom*, and it wasn’t just the completion that made me feel accomplished—it was the journey itself. The hours spent learning the mechanics, the countless attempts to conquer impossible challenges, and the satisfaction of seeing Robolom’s world restored were all worth it. It was a victory not just in the game, but for my own perseverance. The Afterglow: Reflection on the Journey As the credits rolled, I reflected on my experience. *Super Robolom* wasn’t just a game I played; it was an adventure I lived. The world, the characters, the puzzles, and the soundtrack had all come together to create something unforgettable. And while the game itself had ended, I realized that the sense of accomplishment I felt would stay with me long after I turned off the console. Finishing *Super Robolom* taught me a valuable lesson: persistence pays off. The game didn’t hold my hand, but it always made me feel like I was capable of overcoming its challenges. And in doing so, it reminded me of something important: that no matter how tough things get, there’s always a way forward if you’re willing to put in the effort. When I finished the game, I didn’t just feel like I had completed a task. I felt like I had grown as a player—and as a person. In the end, *Super Robolom* was more than just a victory in a video game; it was a personal triumph that I would carry with me, a reminder of what it means to never give up, no matter how difficult the journey may seem.
Ich bringe mich um bei der Musik
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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