Alpha Rose of Starcross - Turn-Based RPG (DEMO on itch.io)

Discussion in 'Work in Progress' started by Peyton Burnham, Sep 14, 2019.

  1. Peyton Burnham

    Peyton Burnham Member

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    This is Rose of Starcross! Originally titled Behind the Rose! It's a turn-based RPG mostly similar to the Mario RPG stuff but has a lot of different things jammed into it.

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    I'm putting this demo out right now mostly because soon I'm doing a Kickstarter and want to include this playable area! I need to see how the game does on other people's setups. I also need to see roughly where the difficulty and play time of this first area sits! Other than myself I've had 2 people go through it on different setups and it did fine but more data never hurts!

    Before you play!
    Obviously a WIP but also this is a long-term project that will be much larger. The game has been somewhat optimized but not to it's fullest potential (I have a couple systems that might be a little demanding, and I'm not a super talented programmer). A TON of the audio/SFX are missing/temporary. And the Demo ends a little bit AFTER where I want it to. There's also a lot of little details I still need to do and cutscenes I need to go over and tweak.

    I would love to hear any opinions, notes, thoughts, etc.! However I'm mostly very interested in the performance of the game, controller setups not working, any glitches/crashes, type-os, anything like that! Thanks so much for checking it out!

    Controls not yet listed in-game
    PLEASE do yourself a favor and use a 360 controller or a PS4 controller+DS4
    or something! All of the face buttons and the triggers are used! But if you can't:
    • Arrow Keys: Movement
    • WASD: the face buttons on a traditional controller
    • Q/E: L trigger/R trigger
    • Enter/Shift: Start/Select
    • [f4] fullscreen toggle

    Pre-Alpha Demo: https://peytonburnham.itch.io/rose-of-starcross-demo
    Roughly between 2-4 hours on the first playthrough? The game also auto-saves which is why there's not a manual save option anywhere.
     
    Last edited: Sep 26, 2019
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  2. KPJ

    KPJ Member

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    Wow, I love the art style!
     
  3. Peyton Burnham

    Peyton Burnham Member

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    Thanks so much!
     
  4. Toque

    Toque Member

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    Pretty and looks interesting.
     
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  5. Peyton Burnham

    Peyton Burnham Member

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    Thank you! Give the demo a try and let me know if it actually ends up staying interesting or if it's a terrible mess!
     
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  6. Peyton Burnham

    Peyton Burnham Member

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    Just added some gifs that hopefully will get the focuses of the game across!
     
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  7. Yrbiax

    Yrbiax Member

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    Hey, i tried your game.

    Character were funny, but perhaps there was little bit too much dialog for my taste. :D
    Sadly there seemed to be some bugs that prevented me from going forward.

    rose1.png
    I got to this first fight, and at first i didnt react to those lines that i had to attack. Suddenly i got transferred into purple empty room, so i had to restart.
    rose2.png
    Then i made it to this fight. but once i got to this point i couldnt do anything (tried pressing every button) and just slowly died.
    I played with keyboard so maybe its some input problem.
     
    Last edited: Sep 19, 2019
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  8. Peyton Burnham

    Peyton Burnham Member

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    Thanks for letting me know about these issues! I think there was some dumb line i forgot to take out that set the players HP to 0 if you pressed space for testing purposes so that was totally my fault for accidentally not removing that (which probably caused both issues you mentioned, the first in particular being your HP depleted before the game had a respawn point so it sent you to that empty room). That being said, were you pressing the spacebar or the 'S' key? Regardless I'm updating the link to the newest version of the game which should have all of that weird stuff out if you're still interested in playing!

    And as for the dialogue, I definitely agree there is a lot upfront, that's mostly so when replaying the game it's easily skipped and it doesn't have that 2 hour JRPG story intro that a lot of games have. From where you left off there is far less dialogue and far more game, I promise!

    And as for the second part where nothing was happening you actually have to hold left and press 'S' at the same time, it makes a bit more sense on controller but just remember that WASD are used in place of the face buttons on a controller!
     
    Last edited: Sep 21, 2019
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  9. Earth Traveler

    Earth Traveler Member

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    I tried out at least part of the game (a bit past the TV rest area), and it was pretty good! It's well-drawn, and the dialogues are well-written and funny. I detected a strong Undertale influence in some of the dialogue and the overall aesthetic as well as the main attack sequence, and I think that's for the better so far. The combat's certainly engaging and challenging with having to time those blocks. The Undead gave me a heck of a time (which I'm hoping is because I was tired and not just because I'm bad). The platforming sequences felt a little out of place, but weren't too challenging. There was one thing with the combat, I don't know if I was just fatfingering keys or not getting the system or what, but sometimes it seemed like the fairy attack came from a completely different direction from the key I pressed.

    Overall, again, I thought the game was very good!

    There is one design thing, though, regarding the control scheme. I get that you have it set up to be optimized on a controller, but I would imagine a lot of people (like myself) don't have PC-compatible controllers and/or would rather not connect one just to play one game, so is there a specific reason you set the game up to be controller-based? And would it be possible to change the keyboard controls to a more familiar setup without messing things up? Just curious.
     
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  10. Peyton Burnham

    Peyton Burnham Member

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    Thanks so much! I would definitely say the most awkward thing with the keyboard controls is certainly controlling the directional spirit attack so that completely checks out that you might have issues with it!

    The game is basically set up to use a SNES controller and all of those buttons are used in the game so unfortunately it will require at least 12 keys regardless and this keyboard configuration is the one I figure makes the most sense in translating a SNES controller. The main reason the game uses that many buttons is because there are a lot of actions you can do, but also it's to make sure that later on in the game, the mini games can get more interesting with different buttons. When I release the final version of the game down the line I'm hoping to put it on consoles so obviously there the keyboard wouldn't be an issue. BUT regardless you'd definitely be right in saying the keyboard controls suck, because they do for sure. And I'm definitely going to keep working on figuring out how I can improve them! But as it is right now, I have to give the terrible answer of saying that the game really is just, at it's core, designed to be played with a gamepad :/

    Like I said though I certainly recognize this as an issue and I'm going to do my best to work it out! If you had any thoughts about maybe certain keys making more sense let me know! Thanks so much for your feedback!
     
  11. Peyton Burnham

    Peyton Burnham Member

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    Just posted the Demo on itch.io! The link in the main post has been updated! Please check it out!
     
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