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Grief The Grimbot is a side-scrolling action platform metroidvania.
Currently a single person project made in a 16(ish) bit retro style.

In a futuristic galaxy.. Technology has grown at an unfathomable rate.
Dr. Nenko has harnessed the resources of uninhabitable and dying planets to create all forms of powerful robots, allowing people to live free from burden and monotony.
During the closing days of his latest expedition something went horribly wrong and contact was lost.
Since local authorities refused to investigate a volatile planet for one man, His star pupil and daughter Miko uses her knowledge to build GRIEF; a war-ready,self upgrading, super intelligent robot to save her father at any cost.

-240 Maps/4 Areas That Make For Stimulating Exploration (half finished to date)
-6 Unique Abilities
-Colorful & Differing Environments
-Keyboard & Controller Support With Vibration
-Endless Amounts Of Enemies, Weapons & Power-Ups
-100% Custom Graphics (planned soon)
-Colorful Pixel Art With Old School Effects (Scaling, Multiple Parallax, ect.)
-Over 20 Epic Boss Fights With Normal,Segmented Bosses And Mini Bosses
-Auto-Save Feature
-And Much Much More!

Download Alpha Now!

Minimum System Requirements
Operating System - Windows® XP / Windows Vista® with the latest service pack
Processor - Intel® Core™ 2 Duo E6600 - AMD Phenom™ X3 8750
Memory - 2 GB RAM
Storage - 300 MB
Input - Keyboard/Mouse
Resolution - 1024 x 768 minimum display resolution

Recommended System Requirements
Operating System - Windows® 7 / Windows® 8 / Windows® 10 64-bit with latest service pack
Processor - Intel® Core™ i5 2400 - AMD FX™ 4100, or better
Memory - 4+ GB RAM
Storage - 500 MB
Input - Xbox360/Xbox one Game Pad
Resolution - 1024 x 768 minimum display resolution

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the title screen had me really interested; the colors and choice of stylization really stuck out as being professional.
it would help the pacing a lot of the player was able to accelerate the text, it gets to be tedious at a certain point.
shift acting as the jump button, while space is dash, is strange to me, and i'm sure others would feel the same way, as most games are configured the other way around. the jumping-and-shooting feels very fluid and megaman-like, (as does the player sprite :Y)
your mechanics feel very solid, but i would reconsidering your button configuration for keyboard users, it really threw off my experience. and i would recommend perhaps making it so that a-s-d-f can be used to fire in different directions regardless of the direction the player is facing?
In lieu of some long winded response, I'll simply say we fixed the control issue.
Thank you very much for the helpful criticism, kind words and for taking the time to play in general. I hope you'll give future iterations a try as we have many things yet to be implimented.
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