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Star Rogue :: Sci-Fi Roguelike Platformer

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#1 gulden

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Posted 24 November 2015 - 10:09 AM

Pje8AR6.png

 

Star Rogue is an upcoming sci-fi roguelike platformer for PC, Linux and Mac.

 
In this challenging pixel indie game you will take control over a brave space marine to investigate an abandoned space station full of traps, robots and aliens. In each playthrough you will encounter a different environment full of randomly arranged rooms. With the choice between several weapons, abilites and different items, your playing experience will be unique each time you play.
 
Features
  • Choose between several looks, specialisations, skills and weapons
  • Different worlds with randomly arranged rooms full of obstacles and traps
  • Over 80 different passive and active items
  • Different background stories to give you a motivation
  • Lots of enemies and bosses to defeat
  • Many unlocks for all the collectors out there

 

Watch

 

greenlight.png

Star Rogue on Steam Greenlight

 

Screenshots:

 

00.jpg01.jpg

02.jpg04.jpg

 

 

Links:


Edited by gulden, 02 March 2016 - 09:43 PM.

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#2 strangastudios

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Posted 07 December 2015 - 02:28 AM

Nice graphics!
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#3 gulden

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Posted 08 December 2015 - 01:04 PM

Nice graphics!

Glad to hear you like it! :)

 

I created a small alpha trailer for the game: Star Rogue Alpha Trailer and a Steam Greenlight Concept Page


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#4 strangastudios

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Posted 08 December 2015 - 01:08 PM


Nice graphics!

Glad to hear you like it! :)
 
I created a small alpha trailer for the game: Star Rogue Alpha Trailer and a Steam Greenlight Concept Page
I will check it out :) please have a look at my game if its ok. The link is in my signature
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#5 gulden

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Posted 18 December 2015 - 06:29 PM

I updated the game to v0.26 and also released a detailed update report here on indieDB.

 

The changelogs are:

 

changes:
- seven new enemies
- new shadow for player, enemies and items
- water mines now explode when touched or hit
- reworked size item, bullets now become way bigger
- enemies now blink when u hit them
- replaced a lot of sounds
- muzzleflash now only for some weapons
- rare golden credit can be found in boxes
- slot machines appear more mixed up
- shop item price is red, if you cant afford it
 
new sounds:
- grenade launcher
- shotgun
- tesla gun
- explosion
- fire trap
- gas trap
- next stage
- slot machine
- box hit
- revive
 
updated graphics:
- doors
- lifesteal item
- laser lifespan item
- magnet item
- crit chance item
- spaceship
- difficulties
 
new animations:
- explosion
- poison trap
- lava trap
 
balance:
- grenade launcher more damage
- tesla gun now lasts longer
- higher attack speed for assault rifle
- gas of gas-enemy lasts longer
 
fixed bugs:
- boxes not taking damage
- explosion damaging yourself
- no muzzleflash for shooting up
- bullets were flying through walls
- same boss multiple times a game
- some traps/enemies still moving while paused

Edited by gulden, 18 December 2015 - 06:30 PM.

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#6 gulden

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Posted 29 December 2015 - 11:45 AM

I'm very excited to announce, that there is a new trailer:

 

Star Rogue Alpha Greenlight Trailer

 

 

and the game is now on Steam Greenlight! Please consider supporting us! :)

 

greenlight.png

Star Rogue on Steam Greenlight


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#7 magicweapon

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Posted 30 December 2015 - 04:04 AM

it looks cool man great job


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#8 gulden

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Posted 30 December 2015 - 08:44 AM

it looks cool man great job

Thanks for your kind words! Keeps me motivated! :)


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#9 gulden

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Posted 05 January 2016 - 05:01 PM

Heyho, I created a Star Rogue Gameplay Video with Commentary! Sorry about the microphone quality! :)
 
And I also released a new version, which you can download here:
 
v0.28:
 
changes:
-added back button in all menus
-added exit button in main menu
-new animation for ground enemy
-new item with unlock, doubles credit coins collected
-some enemies now create an explosion when getting destroyed
-removed change position item and 
 made it an ability with a 1 second cooldown
-stages now spawn shop or slotmachiner room and not both
-added more different rooms
-added hint for wall/double jump and controller support
-code cleanup
 
 
balance:
-reduced and removed random movement from several enemies 
 and made it more predictable
-made exploding enemies with projectiles easier
-made attack speed item weaker
-enemies and bosses gain more health per stage
-slow item now has 50% chance of slowing
 
 
fixed bugs:
-fullscreen option saves now between sessions
-laser endboss now gets knocked back correctly
-watch ability doesnt teleport you out of the room 
 anymore when used in transfer room between stages
-corrected typo in options
-small fixes

Edited by gulden, 05 January 2016 - 05:01 PM.

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#10 gulden

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Posted 20 January 2016 - 11:30 AM

The new alpha version v0.29 brings new stuff and probably two of the most anticipated ones: background music and customizable controls. But also new content and several changes.

 

 

There is a new section in the option menu now, where you can modify each keyboard key individually. Of course the changes are saved between sessions! :)

 

new_items.png

 

There are four new items. The first is a generic passive items which heals 1 health, gives 1 armor and 6 credits. It represents a mix of all collectable items in one. The next one lets you double your current amount of armor. The third is a tricky one, it doubles all collectables in the current room, like hearts, coins and armor. Last but not least, the nanobots, which gives you chance to get a shield each room you enter.

 

 

railings.1.png

 

The graphical polishing of the game is an ongoing part of the developement. One small but in my opinion cool looking thing is, putting the railings in front of the player.

 

computer.png

 

Also the black borders of background graphics like the computer were removed, so they appear now more in the background and don't confuse the player that much.

 

new_rooms.png

 

There are also new rooms for each stage, mostly with lots of traps and no enemies and items.

Here is a list of all changes of alpha v0.29:

 

added:
- customizable keyboard controls in options
- background music
- new passive item "nanobots", which gives you chance to get a shield each room
- new active items which doubles your current amount of armor
- new passive item "4in1", which heals 1 health, gives 1 armor and 6 credits
- new active item which doubles all collectables in the room
- new rooms with lots of traps and no enemies

 

changes:
- changed buddy graphics to make them more distinct to enemies
- railings are now in front of the player
- changed computer graphic so they appear more in the background
- clarified item description of lifestel, regeneration, harmony and rage
- draw heal text of lifesteal at character instead of enemy
- removed unpopular destroy bullets item and made it an ability with a 3 second cooldown
- removed need of unlocking items (will return later)

 

balance:
- bosses are now immune to slow, root and knockback
- increased size of small helicoper making them easier to hit

 

fixed bugs:
- removed lifesteal heal text showing when no healing occurs
- fixed moving text when going to game start
- removed destroy projectiles in wront item pool


Edited by gulden, 20 January 2016 - 11:33 AM.

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#11 elricbro3

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Posted 20 January 2016 - 02:41 PM

I can't download and play right now, but I watched the linked YouTube videos.

This game has alot of potential. It's got a neat concept, and alot of interesting ideas with items and powerups and such.

 

From the videos, the movement looks really floaty and imprecise. Other games in the same vein such as Risk of Rain, Spelunky, Rogue Legacy, etc. all have pretty tight movement that feels solid and gives some weight to the player. Maybe even some additional movement sets aside from run and jump, such as edgehangs or landing frames. The speed at which you run doesn't really match the run animation either. I don't know how much you plan to do additionally with sprites/animations, or if these graphics are placeholders or not, but its something to think about.

 

Additionally, anything that its feasible to animate spinning, rather than just modifying image_angle, it does look a bit better since it doesn't destroy edges. With HD games and non-pixel sprites, its not as bad, but if you're going for crunchy pixels, you should do everything you can to retain that feel and not break it.

 

Sound design is also really important in games. Making combat satisfying is only partially gameplay, some of it is how everything sounds. Punchy gunshots, meaty thuds, booming explosions, they all help to enhance the feel of a game.

 

FreeSFX and SoundBible are pretty decent starting points for some high-quality, royalty free sounds. FreeSound is hit and miss with it being 100% user-generated stuff, but you can find some real gems on there too.

 

When I'm back home I'll download this and give it a play, so I can give some more game-related feedback and less on just observation.

 

I'd love to see where this game goes. It's a neat concept and I'm a sucker for this type of game.


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#12 gulden

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Posted 22 January 2016 - 02:50 PM

@elricbro3:

Thanks for your long and detailed comment! Sure, give the game a try!

 

I agree, the game still needs quite some improvement and polishing! Especially in the two areas: sprites/animations and movement engine.

A few playtesters already reported back, the jumping and movement doesn't feel very direct and a bit inprecise and could need some love.

 

Thanks for the resource pages, for sounds I was mostly using "freesound" but will give the other pages a try!

Yes, the sounds currently in the game are quite basic and a lot of things still need their own sound or some sound sources need to have multiple/different sounds.

 

Glad to see your interest in the game! I'm still working on it and will try to get it better and better with each release! :)


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#13 SecretMonkey

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Posted 22 January 2016 - 06:19 PM

Hey Gulden

 

I downloaded your game and played a bit. I would like to say this is the first time im trying out an alpha game and giving feedback, so feel free to tell me if i am doing it wrong.

 

I downloaded the game and fired it up, I played a bit and made a list of all the  big and small things i noticed while i played  and i will list those here:

 

-the menu looks great and is ituitive, but i kinda missed a space tune in the background, throughout the game, its awfully silent

 

-i saw a button with start new game so i clicked it and it brought up a screen with some options, every option was explained and i figured i was too noob to have unlocked them all, great judgement on your part! I like the backgound, but 1 of your stars is placed in such a way that when hovering over difficulty it says "Normal: Default * difficulty" and i found that a bit annoying to read, Thinking about it now it should probably read "Difficulty: Normal"

 

-When i was done reading all the cool options, I decided to give it a go on normal, i looked for a start button but i couldnt find one. A bit of searching found me a press enter to start text, but i think a start button would be more clear.

 

-I started out all the way to the right in a level, as i found out later probably to get back into the action pretty quick, but i found it a bit strange, i wanted to use all the space on the screen to play with the controls a bit before heading of into the danger. Talking about controls, they work pretty great, not once was i glitched somewhere or did it feel unresponsive.

 

- more about the controls; I saw the titlescreen mention wasd so i without much reading that had to be the movement. I teleport later i found myself reading again. The movement with the arrow keys and special things with wasd was really uncomfortable for me, i had to start the first level several times because i had no clue what i was doing, and everytime i took a break to look at things or open pause menu i found myself back teleporting because i trought wasd was movement. If i had to mention 1 thing i would chance, its the controls, wasd for movement, mouse for firing and aiming and using abilities.

 

-OK, so i kinda got the controls, i went into a room and saw some platforms, some enemies and an exit. I jumped and dodged and ended up at what i thought was the exit, but i couldnt go through. After being shot to bits a couple of times and jumping into some hovering thing that also seemed to kill you, I figured out i needed to kill the enemies. I felt like a proper noob and set the difficulty to easy. Oh i didnt read the text in latin at the start, did i miss vital information?

 

-Alright, i managed to kill the first room and i could leave through the tunnel, hooray! I got the hang of the game, killed another room and bam two items appeared. I ran to 1 and it said s to pick up. I did and they both got picked up. at least i thought. I pressed escape to see what my items did, but i saw i only had 1. I also noticed the mouse doesnt work in the pause menu, unlike in the main menu.

 

-after beating another level i noticed when walking over an item the top  of the screen reveals what is going on and i figured i could make a choice. I chose a robot buddy, since it sounded awesome.

 

- i went to the next room and spawned pretty close to a gray floating thing, which i assumed was my robot buddy. After it shot me i figured it wasnt my robot buddy. My robot budy was in a different corner of the room

 

-I wanted to quickly forget being shot by things by finishing the level quick, but i had to wait a significant time because one of the blue "now im here now im not" orbs was inside a platform, leaving me unable to shoot it

 

-After a couple of rooms on easy difficulty, the noob that is me was on 2 hp. I wondered if would ever get my health back, when i jumped into what looked like a vending room, and i saw a machine with a heart on it. Hearts mean life and i needed it, i bumped the machine, two coins flew out and i was now on 1 hp... That was not what i expected... 

 

-Trying to forget that experience i wanted to go back to killing dudes, but i was stuck in that room. it seemed that there were 3 ways out of that room but none of them worked.... (im thinking now wether i should have gone back up where i came from?) Feeling stuck i decided to go back to the traitor life taking machine to kill myself, but it doesnt kill you if you have 1 hp. Now feeling desperately stuck, and still not used to the controls, i decided to end my adventure there.

 

ok i know it ended up being more of a story of how i played.... whatever

Biggest point, the controls, i couldnt get used to it... Would love to try your game with different controls

 

I would like to end on a positive though, i only mentioned the things that bothered me so far, i think the idea is really cool, the caracter moves great, the random generation of rooms and enemies is great. You haveing a game i can play is already more than i have ever achieved!

 

I hope i was a bit helpfull,

Secret Monkey

 

 

{edit} Sorry i didnt notice it had become such a long story


Edited by SecretMonkey, 22 January 2016 - 06:20 PM.

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#14 gulden

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Posted 02 February 2016 - 09:37 AM

@SecretMonkey:

 

Thanks a lot for your very long and detailed review! Here are some comments:

- background music is now in the latest version

- will fix the star in the background

- good idea, will add a start button

- controls are now customizable ;)

- the latin text was just a placeholder text, background stories are yet to come

- yes, after each room you decide between 2 items, you can only pick up one of them ;)

- on each slot machine the price is printed. for one of them you pay with health, the others are paid by money

- feel free to try the game again with the customizable controls and see if it's more comfortable now for you

 

 

I'm very happy to announce that Star Rogue is now available on Steam in Early Access!

You can find it when following this link: http://store.steampo....com/app/438440

To celebrate this huge step for the game, the game has a 30% discount for the next time!


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#15 omar_almighty

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Posted 03 February 2016 - 03:00 AM

Not sure why, but it lagged HEAVILY. Not sure if it's a bug or something on my end. I was really looking forward to trying this out :/


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#16 gulden

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Posted 03 February 2016 - 11:21 AM

Not sure why, but it lagged HEAVILY. Not sure if it's a bug or something on my end. I was really looking forward to trying this out :/

Hi, I'm really sorry to hear this! :(

You send me an email to starrogue [at] julianwehrmann [dot] com and I'll try to help you.

It may also be helpful, if you send me your system specs as well


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#17 Sensenmann

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Posted 05 February 2016 - 11:48 AM

...

(edit: wrong account)


Edited by Sensenmann, 05 February 2016 - 11:49 AM.

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#18 gulden

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Posted 05 February 2016 - 11:56 AM

In the meantime there were two new patches:

 

Patch v0.31

 

added:
-objects/placeholder for more characters/looks 
 
changes: 
-removed some stars from bg to make menu text easier to read 
 
fixed bugs: 
-dark/pause screen not in front of railings 
-cables overlapping walls/hud in some rooms 
-explosions not properly ignite other explosions 
-fire/gas sounds looping after game over 
-removed hardcoded debug keys
 
 
Patch v0.32
 
added: 
-new enemy graphics and animations 
-shoot animations for existing enemies 
-revised destroy animations 
 
changes: 
-improved movement of several enemies, they now accelerate and decelerate 
-enemies now stop and "aim" before shooting 
-some enemies now only shoot if they have line of sight of the player 
 
balance: 
-reduced movement speed of some units 
 
fixed bugs: 
-two enemy types now shoot again in four directions upon being destroyed 
-items and portal appear in boss room before defeated 
-stage transfer doors had no entrance doors 
-fixed cables in a few rooms 
-enemy spawning in the wall

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#19 gulden

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Posted 14 February 2016 - 10:42 AM

I'm still working on making the enemies more unique and different. In this new version v0.33, I have a new ground enemy:

 

 
added:
-new wall crawling enemy
-new item: immune to explosions
-new item: higher armor drop chance from boxes
-new item: higher health drop chance from boxes
 
changes:
-removed money items from shop
-ground enemies are now immune to knockback
 
balance:
-reduced spawn rate of little robo copters
-created maximum of spawned robo copters
 
fixed bugs:
-grenade launcher grenade couldn't hit bosses
-rotating enemies were stuck in wall

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#20 gulden

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Posted 02 March 2016 - 09:47 PM

Hey,
 
a few things happend:
 
The gaming page Restart Gaming wrote a review for the game: http://restartgaming...r-rogue-review/
 
The youTuber Larry Chupacabra made a cool Let's Play videohttps://www.youtube....h?v=zkBahAGzzYo
 
There is also the new version v0.34 which contains the following:
 
added:
-new rooms for each stage
-new start and restart button in the menu
-new challenge
 
changes:
-wall jump refreshes now more reliable
-wall jump doesn't push you back from the wall anymore
-some rooms are more unique now
 
balance:
-reduced damage of grenade launcher slightly
 
fixed bugs:
-laser with laserbounce item bouncing of laserwalls
-laserwall destroying laser sound not playing
-mute option not working on all sounds
-mouse hover effect in menu buggy

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