

I liked the use of motion blurs, which created this neat effect, I loved it. Either way, the graphics were simple, effective, but if you’re prone to seizures, I don’t know if you’ll want to risk it (please correct me if I’m wrong). Graphics were beautiful, though they might have forgotten a giant “SEIZURE WARNING” sign in the beginning, but what do I know about seizures? Rainbows jumping around the screen, in form of brick rapidly changing colors and screaming “Got a headache yet?”. As the game went on, you had to develop your own stratagy on how you were going to complete each level, every one consisted on unique factors that allowed you to take different perspectives and complete a level in a different manner, than maybe, you have in previous level or stages. I know a few games that have a five second delay when you die and eventually, the time you’ve waited to restart adds up to the time you’ve actually been playing the game, since technically waiting for a game to start up, with a huge old, fade in, fade out effect, doesn’t count as part of a game, either way Give Up, Robot, perfectly demonstrates how to have your character restart after a game (pro-tip for developers, there) without any significant delays and allows the user to continue immediately. In my opinion that effect is compelled by the developer allowing you to almost instantly restart your game after your death. This is one of those games, that no matter how much you die and fail, you can always get right back up and try again, without cursing at the game, yelling something about how you hit the keys, but the game didn’t react or something crazy. The game’s difficulty ultimately came down to your hand-eye coordination, if you weren’t all there, it might be a little tougher, but if you’re a master of the arrow or WASD (like me!) keys, you should be just fine.

Maybe tone it down on the grappling hook, as fun as it was to swoop around a stage and fly around a stage. I would like to see that capitalized upon, for levels on upon levels I faced the scenario of using the grappling hook to complete the stage, but I would of liked the grappling hook to be more of a “sometimes useful” item, instead of a “use it, or you’ll die, robot!” type of item.

This is a game based on pure skill, a little luck and a whole lot of fun! Difficulty was mostly made up on how well you can use the grappling hook, I didn’t face a whole lot of that relied on how you could maneuver around things, based on the sole movement of your character without the factor of the grappling hook altering your movement style.

Give Up, Robot is an addictive puzzle, platformer that will keep you hooked til’ level 50! Swing from location to location with your trusty grappling hook (accessible by hitting “z” or “a”). | Your goal in each level is to reach the exit, where once again you are welcomed into another challenging room, whereas the narrator will once again taunt you and attempt to presuade you to quit, with the forceful phrase “Give Up, Robot!”. Game Description: It will take determination to jump, grapple, and swing your way through Give Up, Robot’s 50 levels of brain-melting madness.
