Welcome, readers! It seems you’ve made it to my devblog. If this is your first time on the site, I’m glad to have you aboard! This is where I’ll be posting future updates about the game, as well as my own musings on indie game development.
It’s been a crazy couple of weeks. I’m happy to announce that the first “version” of Rogue Android has been officially released on Itch.io. (You can download it here.) At this point, it’s pretty barebones, but I feel the core mechanics have gotten to a point where I’m happy to show them off.
So what’s next? Obviously, there’s a lot of work that still needs to be done. Here are some of the things I plan to look at in the near future:
- More rooms. Roguelikes are all about unpredictability between playthroughs, and in its current state, Rogue Android is pretty much the opposite of that. Exploration needs to be both fun and rewarding, and right now only the latter is true. (Heck, even the reward aspect could be better…)
- More enemy types. This kind of goes hand-in-hand with the previous point, but deserves its own bullet point nonetheless. Right now, the only real source of challenge in Rogue Android comes from the sheer number of enemies on the screen. While I do want to keep the “horde” dynamic in the game — killing lots of things is fun! — I also need to make sure that the game’s challenges are varied, and more interesting than just, “kill this big blob of enemies quickly so you don’t get overwhelmed.”
- More bosses. This also goes without saying. Turret Face is cool and all, but I’m sure we’ll all get sick of fighting it. And what even is Turret
Face? Definitely not a face, that’s for sure.
- More cards, and more card synergies. Deck building is more fun when you have more options. It’s even better when said options combine in meaningful ways. What would happen if your bullets could pierce multiple enemies? What if killed enemies had a chance to drop extra money? More card interaction will definitely be a priority going forward.
- A card unlock system. One of my design goals is to capture the magic of building up a collection of physical cards. Thus, progressing in Rogue Android will net players in-game currency, which they can use to purchase new cards. They can buy booster packs containing random cards, or specific individual cards at a higher cost. A lot of the details of the system have yet to be determined, but that’s the gist of it.
Of course, even that’s just the beginning. As the game progresses, I’ll be getting player feedback every step of the way to figure out what I need to prioritize. There’s a lot left to do, but as long as I don’t burn myself out, I feel confident that this game has the potential to be pretty damn cool.
Well, that’s all I’ve got for now. Thanks for reading!
For all the latest updates on Rogue Android, make sure to follow my Twitter over at @Darling_Games.