Rogue Galactica
Status | Released |
Platforms | HTML5 |
Author | VulgoPJ |
Genre | Shooter |
Made with | Adobe Photoshop, Construct, Adobe Illustrator, Bfxr |
Tags | Arcade, hardcore, Roguelite, Space |
Average session | About a half-hour |
Languages | English |
Inputs | Mouse, Touchscreen |
Accessibility | One button |
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Polished out some bugs and problems. Game is finally done. :)
Final update! Game is officialy launched. Thank you so much for all the support!
Hello again. This is a big update, changed some mechanics BIG TIME.
Version 0.3.3
Gun Breakers
- Big overhaul of the "Overcharge" Mechanic, bringing a new special mechanic. Renamed to "Breaker" Mechanic!
The old Overcharge had no use in game, since the weapons were strong enough to be discarded. I also was having trouble with its code, so instead of just changing numbers I had another idea.
Breakers have the same purpose of the Overcharge: a special shot that sacrifices a selected crystal to inflict big damage. The difference is that Breakers set a sphere in the loccation you dropped the crystal, with properties similar to the crystal used. They all do huge damage, and unlike Overcharges, the don't stop you from shooting too. Which was another problem I wanted to remove from the game.
- Introduced a "push" mechanic, where the player's ship can push the Breaker sphere to make it move around the screen. Currently only functional in the blue and green crystals.
Difficulty
- Implemented a difficulty system. Now the game scales the amount of enemies per second with each stage you pass. This helped a lot to balance the earlier stages to be easier and the late stages to be harder.
- Removed Asteroids from the regular enemy sorting system. Now they have a unique system, so they should appear even without enemies around and in bosses area. Whiles this increases the randomness of things a bit, it also means more opportunities to get crystals anytime.
Misc
- More tweaks and balances to some combos.
- Increased cost of upgrades to buy, now it should be significantly harder to buy one in the earlier stages.
- Fixed a bug where the upgrade icons in the map menu would not appear where they should.
That's it for now. Coming close to ending the project! Next step will be a major Boss tweak, and final artsy touches, like sprites, effects and music.
Big update to game balance! Now the gun rotation works from left to right, like the upgrades. Also, I got some feedback about some of the weapon's damage and decided to tweak some of them.
Version 0.2.5
- Implemented new gun combo management, similar to how upgrades work.
- Changed Ship placement to avoid getting covered by your finger on mobile.
- Minor reduction to piercing (blue) combos' damage overall
- Many tweaks to block (green) combos' attributes overall
- Buffed Hydra's Bite (red+green) effectiveness and usability
- Buffed Soul Reaper (purple+purple) damage overall
- Increased base Armor value
- Changed the display location of some text elements to base HUD.
- Fixed some guns and upgrades who did not work properly.
Can't wait to finish this part, so I can move to Bosses!
See ya.
Hey guys. Quick update after some feedback. Players on mobile were struggling with the amount of enemies in general, specialy the Scout, so I hope those changes would make it less frustrating for them.
Version 0.2.3
- Removed most of the HUD screen frame
- Repositioned HUD elements
This was done to open the field of view and clean the space around the corners.
- Changed the behavior and appearance of the Alert sprite for the Scout
- Made the Scout shot bigger (from 9px to 13 px)
Now with a moving Alert sprite, players should have a better time understaing where and when a Scout might appear. Also, the bigger shot would mean a small buff for the enemy and make it easier for the player to see it.
- Improved the control of the Ship for both regular and Glider upgrade modes.
Controling the Ship should not be a set dificulty, so I increased it for the players to focus on the real challenges the game throws at them.
Obrigado pelo feedback, pessoal! :)
Version 0.2.0 - Upgrade system
- Implemented Upgrade drops from enemies
- 6 upgrades total, with 2 slots available in your Ship
- Upgrades can be destroyed and are somewhat fragile.
- Implemented Scraps, a monetary resource that every enemy drops
- Implemented a Shopping system. Upgrades can be bought from the Map Menu to be used in the next zone and onward.
- Removed a majority of crystal spawning chance. Now they can be dropped by the Meteors
- Tweaks and adjustments to sprites and mechanics due to balancing.
This was a very big step in the development of the game. I struggled a lot with it and had to rethink a lot of the project base ideas because I had trouble with the artists that I was counting on to be part of the project. Anyways, the game moves on!
2021/06/09:
0.0.8.1 - Tweaked some codes and variables to make the flow longer and more enjoyable.
Version 0.0.8 - Prototype finished!
Basic gameplay and functionality implemented. Retouch of some screens, game loop and basic cycles are now experimental and even has the Boss fight. Bug reports and gameplay feedback is appreciated.
Version 0.0.7 - Implemented functional map navigation.
You can still access the map via M key, just for test purposes, but now the map will be displayed after you grab the yellow icon that drops after the last monster is defeated.
On the map, the bright green square is your zone location. You can navigate to grey squares (unexplored zones) only if they are adjascent to your zone. Once you left a zone, it becomes a fair green (explored zone), and you can access it from anywhere in the map.
Included the base for procedural mapmaking. Also you can toggle the map by pressing M key (just for testing purposes, map will not work that way in final version).