Go on an exciting adventure with Robo and help him explore this wonderful world
Many dangers and trials await you along the way
+ No forced advertising, only with reward
+ You can play together on one device
+ Many carefully designed levels
+ Enemies with different mechanics of behavior
+ You can explore levels on the surface and underground
+ Timeless retro graphics
+ Really High performance
+ Supported languages: English, Português, Français, Deutsche, Italiano, 日本語, 한국어, Polskie, Русский, 简体中文, Español
Development Report
Last Edit Date 24.03.08 [Year.Month.Day]
Current build [23.12.05] on Google Play is a "zombie" build restored from old archives, expect a more updated build very soon
This will be the last build on Unity Engine, all future updates are expected no earlier than third quarter of next 2024 year on our own game engine
A small update that was planned to be released earlier this year, was forced to "grow" into larger update, lot of new and interesting things are waiting for you in it, the new version will be available very soon
Work In Progress
٩(ˊᗜˋ*)و (๑ᴖ◡ᴖ๑) ⸃⸜(。^ヮ^。)⸝⸂ (๑╹◡╹๑) ٩(๑˃ᴗ˂๑)۶ (。^◡^。) (و ˃̵ᴗ˂̵)و
There has been no news from us for more than two years and many have probably already thought that development of project has been canceled, but thing is that further development of project was impossible without transfer to custom game
engine, and it takes a lot of time to program it
We accomplished a lot in the last two years, programmed a lot of code and studied a lot of educational material
About writing ECS [Entity Component System]
We originally wrote ECS in the C# for Unity, we had to completely rewrite it three times to make it work for us. We ended up with the fastest and low memory usage ECS on C# (we initially looked at many variants on GitHub), but in the end we
had transfer to C programming language, where everything is easier, faster and flexible
My brother and me are currently working on our own game engine called «Perfect Game Engine», and it is written in the
C programming language
We have never encountered this programming language or writing any engines before, but we think we've did a pretty good job of it
We found that programming in this language has many positive features, it is flexible and fast, it is much easier to write quite complex systems in this language, because it has
pointers
If you have any suggestions, feel free to contact us, you can do so at the link below
Donation
If you have some money at your disposal that you would not mind donating to the development of our project, you can do so at the link below, we will be grateful for any help
Game Maker
Originally we didn't plan to let users edit anything other than levels, but later we still decided to let users create their own stories within the game
Features:
+ Story editing
+ Level editing
+ Theme editing, graphics and audio
+ Enemy behavior editing
+ Localisation editing
+ Player customization editing
+ And much more if you want it
Story Editor
Story editor will allow players to create their own events and dialogs, as well as provide all the necessary functionality to create their own cutscenes
Level Editor
Level editor has a strict limit on the editable area of 65.535 on 65.535 cells, this means that the total number cannot exceed 4.294.836.225 cells ٩(๑❛ワ❛๑)و ✧ ─=≡Σ((( つ•̀ᴗ•́)つ┌iii┐
Levels take up very few bytes on storage thanks to a magical compression algorithm, current levels in the game take up about 1.5 kibibyte on
average
Features:
+ Unlimited branched history system (Undo / Redo)
+ Continuous calculation of painting
+ Lots of convenient tools
+ Levels take up very small amount byte
+ Most unlimited in the universe
Theme Editor
Theme editor will allow players to completely customize the visual and sound style of the game with the ability to change the time of day and weather conditions
Rendering Enginie
«Perfect Rendering Enginie» it is almost a completed development but still needs to be finalized
Currently supported single-threaded execution, but multi-threading support will be added in the future
Initially development was carried out under the Unity engine using C#, but later it was decided to transfer the development to «Perfect Game Engine» using the
C programming language
Our development has incredible execution speed on user hardware, about 10 times faster than most known game engines
Maybe it's because we only use "tabs" instead of "spaces" (⌐■_■) but it's not certain (^▽^)ゞ
We did performance test on the lowest-performance device we could find SC7731C with resolution 800 on 480
pixels, even though every new frame update, mesh is completely rebuilt and texture has been completely changed to avoid optimization built into
GPU, we was impressed with the result, 2500 fully dynamic sprites are displayed at a stable 60 frames per second
Features:
+ Perfect pixel proportions
+ Fastest in the universe
+ Incredibly comfortable to use
+ Ability to add everything we need
Physics Enginie
«Perfect Physics Enginie» this is a two-dimensional physics engine based on integers and developed by our efforts, currently development is completed by ~70%
Currently supported single-threaded execution, but multi-threading support will be added in the future
Initially development was carried out under the Unity engine using C#, but later it was decided to transfer the development to «Perfect Game Engine» using the
C programming language
Features:
+ Integers provide 100% accuracy of calculations and incredible performance
+ Flexible custom characher controller
+ Slopes (Diagonal Single Block, Diagonal Double Blocks)
+ Half Blocks
+ True One Way
+ Platforms
+ Water
+ Transporter
+ Elevators
+ Ledge Grab
+ Sliding on the walls
+ Incredibly comfortable to use
+ Ability to add everything we need
To play animation -> hover cursor or click on touch screen
Blocks
Half Blocks
One Way
Slope Single
Slope Double Width
Slope Half
Platforms
Ice
Transporter
Elevators
Water
Ledge Grab
Rotation
Ray Casting