Roboquest: Difference between revisions

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Note: A big patch has just been released that reworked lots of the game's systems, so these notes are likely out of date.
* The small orbs are (bonus) exp, but they're ALSO health orbs. If you have red health in addition to your normal health, picking up small orbs will contribute to healing that. It makes using close range guns less punishing than they initially seem when you know that.
* The small orbs are (bonus) exp, but they're ALSO health orbs. If you have red health in addition to your normal health, picking up small orbs will contribute to healing that. It makes using close range guns less punishing than they initially seem when you know that.



Revision as of 13:48, 9 June 2021

Note: A big patch has just been released that reworked lots of the game's systems, so these notes are likely out of date.

  • The small orbs are (bonus) exp, but they're ALSO health orbs. If you have red health in addition to your normal health, picking up small orbs will contribute to healing that. It makes using close range guns less punishing than they initially seem when you know that.
  • Hitting weak points on enemies is a guaranteed critical hit, both for damage and for perks that trigger off of crits. There are a few enemies I haven't found weak spots for, but almost all of them (including the bosses) have them.
  • Pay attention to your map, it's not really going to lie to you. If it says there's a treasure room on the other side of that wall, there's a way to get to it.
  • Keys to unlock doors persist through death, and there are some you're straight up not going to be able to use on the same run you get them (because the door they unlock is before you get the key). Any door but the final boss door stays unlocked once you do it, so don't fear "losing" a key you've picked up. The final boss door's unlock is part of the level it exists in, so you have to do it each time.
  • Your weapons (that have ammo) auto-reload when not in use. If you swap weapons, you'll see the icon for the weapon you just swapped off of start as an empty black color in the lower right and then fill up. When it ends up full, the weapon has passively reloaded and will be full whenever you swap back to it.
  • On the topic of those little weapon indicators and the colors, if you have a weapon with the "Versatile" perk (and thus its weapon card in your inventory is two colors instead of 1) you can see which stat the gun is currently using by which color its indicator in the lower right is. You don't have to actively do anything for it to change which stat it is using, it will always use the applicable one that is currently highest, so it's mostly there as an at a glance reminder of which stat you're stacking that has an effect on that weapon.