CONTROLS:  WASD or Arrow keys for movement; hold LSHIFT to 'sprint'.

Starjacked:Alpha is an early experimental prototype based upon the procedural level generation for my planned game, Starjacked:Escape.  The graphics are just placeholders to test the PCG logic.  I am now also experimenting with the code structures to ensure maximum flexibility, and therefore I am slowly adding game elements to the prototype.

No Sound, No Music, No Special Effects, No Animation (except floating orb). No frills.
Now with Sound, Music and Animation. lol. No volume controls, though. Sorry :)

In the current version, the player must search for orbs in a series of ever increasing sized dungeons.  This originally  was to give some challenge and to provide some "goals" while testing the level generation to ensure there aren't isolated rooms or other issues.

On level 1, the player must find one orb, on level 2 they must find two orbs, and from level 3 onwards they must find three orbs.   The three orbs are colored red, green and blue.  The color of the walls represent how close each orb is.    The closer to the orb, the more intense that color will be in the wall.    (Sorry to those of you with color-blindness.  If you have ideas on how to represent the blending of three 'colors' in some other fashion, I'd love to hear how I can make this more accessible.)

When all of the orbs on the level are found, an exit portal will spawn in the room with the final orb.

As the levels increase, the size of the dungeon will also increase.  To help out, once the player reaches level 10, a yellow Mind's Eye Potion will spawn somewhere in the level.  When the player picks up the potion, a mini-map will appear to assist the player for the remainder of the level.


Version 9 adds as "Mind's Eye Potion" on each level starting with level 10.  Also slowed down the rate at which the dungeon grows to slow down difficulty progression a bit.

Version 8 adds a portal animation of the player getting drawn into the portal.  No sound effect yet.  Also fixed a bug where, if the player was right along the wall of a room when they get the last orb, the portal sometimes wouldn't spawn in the room, blocking the player from advancing.

Version 7 removes the "Next" button for level progression and replaces it with a portal that spawns within the current room.  Currently, there isn't any animation or sound effect when the player touches the portal.

Version 6 has a simple skeletal-animated character from a single sprite, a "pickup" sound effect, and some unstructured, meandering background music.
Version 5 has a tweaked wall color algorithm that we think works better for the game.
Version 4 removed the minimap and introduced the colored walls.

If you find any levels that are unsolvable, please feel free to screenshot the game screen and send it to me.  Be sure the screenshot includes the seed in the lower left and the level # in the upper-right.  Thanks!

Sj:E will be a casual action roguelite with some survival elements. It draws some inspiration from the game The Way Home by Concode.


Published 13 days ago
StatusPrototype
PlatformsHTML5
AuthorImaginary Rulebook
Made withUnity, Inkscape
Tags2D, Procedural Generation, Roguelite
Average sessionA few seconds
LanguagesEnglish
InputsKeyboard

Development log

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