Note: if you haven’t played Rogue Android yet, parts of this post might not make much sense. You can play the current version for free on Itch.IO!
Last Monday, I finally decided to release Rogue Android to the public in alpha to get some early eyes on the game, and I’m extremely glad I did. To all those who played and gave feedback: thank you for taking the time to give your opinions. Because of you, I was able to uproot some nasty little bugs, revise some design decisions that were pretty lame in retrospect, and figure out exactly what I needed to work on for the next update. Early feedback is awesome!
So, let’s talk about some of these changes. The update is coming out next Sunday, and there’s definitely some cool stuff being added.
New Enemy: Sploders
Sploders are similar to the basic green circle enemy type but … well … they explode on death. Also they’re red. They move faster, but have slower acceleration, so they’re not too bad to deal with if you’re able to sidestep them.
I wanted sploders to be a “double-edged sword” type of enemy, where they can potentially be beneficial in helping the player kill large groups of enemies, but also do massive damage to the player if they’re not careful. From playtesting them so far, they seem to meet that design goal very well. Having lots of sploders in a room can lead to very chaotic, satisfying chain reactions of exploding enemies, but can also be terrifying if the player happens to get cornered.
New Card: Turret Buddy!
It’s been awhile since I added new cards to the game, so I decided now was the time to change that. Turret Buddy is easily the cutest card in the game so far, and it’s also quite powerful. For 50 Energy, this card spawns a friendly turret that shoots towards your mouse for 20 seconds. Turret Buddy is a nice support card by itself, but it really shines when you stack multiple copies in your deck, as there’s no limit to the number of turrets you can have out at once. Needless to say, later chambers can start to get pretty ridiculous when your energy pool starts building up faster… Does this card need a nerf? Maybe. Let me know what you think!
- Auto-firing blaster. One of the most common requests I got over this past week has been to make the blaster shoot automatically, rather than require a click for each shot. I initially made it click-to-fire to make it feel more like a pistol, but in a game where you kill colorful shapes using magical space powers that are somehow derived from a deck of cards, I think realism can take a back seat to fun.
- Energy orbs despawn faster. Another thing that was mentioned was that energy drops too frequently, which I think is true in a way. However, I also like the idea that a player that uses their cards optimally and is aggressive about collecting energy is rewarded with the ability to chain their cards together quickly, making “combos” of a sort. Thus, I shortened the lifetime of Energy Orbs from 15 seconds to 7.5 seconds, as a way to encourage collecting orbs more actively and riskier playstyles in general. I might still decrease drop rates in the future, or even shorten the lifetime more, but as of right now it feels “good” to me. I’m hoping to get some more player input on it before I make any more big changes.
- New coin sprite that looks more like a coin and less like a yellow circle.
- Corridors are now shorter in general.
- UI updates.
- Moved Turret Face spawn point higher up in room, so that the player doesn’t accidentally walk into it immediately.
- Bug fixes, optimization.
Sadly, I was away from my desktop over the long Thanksgiving weekend, so I haven’t gotten as much done so far as I would’ve liked. However, this week (and especially weekend) is back to normal, so I’m hoping to get a lot more things done before the update on Sunday. Here’s a list!
- New Chamber 2 boss. Currently in progress. Definitely my top priority! I won’t spoil too much about the fight, but I will say that Sploders are definitely involved…
- More room layouts, enemy patterns. I especially want to add new floor-specific rooms, to keep the game changing as the player makes more progress. My level generation algorithm already supports this kind of thing, so it’s just a matter of designing the rooms!
- New card (if possible). Specifically, a new weapon. The SMG is getting lonely! Again, I won’t say much about it; you’ll just have to wait until Sunday for the juicy details. 😉
- Other stuff, but I forget what exactly. Mostly small things, like UI tweaks.
And that’s about it! I’m excited to show off the new stuff in this update. There are probably some things I’m forgetting in this post, and unfortunately some of the feedback I was hoping to incorporate might not make it into the game by Sunday. But overall, I’m pretty happy with the new things being added. I’d love to hear about any changes you’d like to see in the comments. See you Sunday!
For more frequent updates on Rogue Android’s progress, make sure to follow @Darling_Games on Twitter. Thanks for reading!