I've also won against two pirates with 100% energy derived to shields and moving A LOT, trying to always keep pirates at the front of the ship. It can take 10 minutes, but you can win this way too. Once I killed the first ship, I passed all the energy to lasers and killed the second scum bag, which was piece of cake I like the difficulty setting, but I understand it can frustrate less experienced players (or even those who are not 100% comfortable with touch controls). I have 4k credits at the moment, and the 2nd ship seems much better than the one you begin with. No, it is very helpful to keep shields up if you are skillful enough. If you don't do this, they won't recharge fast enough and you'll be cannon fodder real soon...
Very cool game, but it's very difficult...Impossible at least for me, to get even the second starship...
I've been playing pretty similar to netmute. Start journey, crank throttle to max, power 70+% laser, ~25% shield, screw engines since you can't actually run away from anything. I tried. Once battle starts, try to take out an opponent immediately. The red snubs are usually a good choice, though the larger, tougher ships can be easy to hit, if durable, and can wreck you pretty fast if you let them get your tail, so you might want to kill them first. If you take some hits and are having trouble evening the odds, adjust shields to 50%, maybe more if you're taking a lot of heat, but its imperative that your weapons have some punch at least until the enemy force is down to 1. Don't help people. Escorting convoys can mean fighting 3 waves of 3 ships, and if a whole wave decides that you really ought to die, you probably will. After the fight, as netmute says, make sure you recharge your shields ASAP. Even lingering while recharging risks another wave of pirates showing up, so be prepared to power up your lasers and do it all over again. If you're having trouble getting an enemy's tail, drop your throttle. But only do that if it's 1 on 1.
So fired this up last night for a few minutes.. I'm with some people who find this highly difficult.. Took me almost 5 minutes to kill the first enemy that appears in the tutorial.. But.... It was 3am so I was probably just half asleep ######
Has anybody tried attacking the fleets you come across that aren't being attacked by pirates? It's just there is a rundown of the money made on the way there that come up when arriving at a space station, one of which is ambush or something? Maybe we should be the Pirates every now and then!
Well, here's a few thoughts. First off, I'm absolutely LOVING this game. I could really go for a sensitivity adjustment, tilt control option, hold to fire and/or toggle to fire, and I would love to have an exterior ship view. I really don't mind the difficulty at all, I'm flying the 4th ship already and it does get a bit easier after you get rid of the first ship. I personally found it useful to put power into shields and lasers only at 50/50 and set the throttle to full. The trick is just making sure to dispatch one ship ASAP. Also, I'd like to have multiple save slots, that way I can play the game as an enforcer and as a pirate at the same time. I kind of feel like the game is slightly incomplete as is, it feels like such a great start that really needs to be developed further with more features and customization. I'd really like to see the option of customizing your ship weapons and loadouts like GOF2, that would really make this game leap forward. As it stands, this game is totally worth the $5 asking price and I'd be more than happy to pay for DLC and addon packs down the road. Keep it up, RedBreast, you guys are rocking it!
Congratulations devs, you're in the Spanish App Store "best new games". I really, really hope it sells great and you add more of the ideas you have to the game. Keep it up!
totally agree, thus game has great protential . hope the developers could add more and more customization in thia game especailly weapons, and urgent missions as well.
Hmmm someone mentioned this has touch controls? Are there any other options? This was almost instabuy until I heard tilt control
I don't think this game is incomplete, like some people have suggested. You have to accept the scope and ambition of the game, the devs tried to deliver a streamlined and arcade-like experience that harks back to the days of Elite. It's not trying to be GoF3 or Elite: Dangerous iOS. It would be fantastic if the devs decided to expand the game with an update or DLC but even in its current state it's a fully featured brilliant release.
Ok great thanks. I hate to discriminate but I have tried so many tilt control games and even the games that have apparently done it really well, I still end up not liking. Touch control or MFI controller is the way to go for me.
After doing ok for a while, I'm now back to dying every single time. I managed to earn around 2000 credits, not even close to getting a new ship. I will stop playing until there is an update that fixes the difficulty :/
keepgoing!! i figuredout that once you have buy the second ship, everything goes much easier although i still got wasted once or twice every 10 flights.
The beginning difficulty is absolutely unfunny, agree with others here. What makes is worse is that apparently not only you lose your cargo when you die, but also seems that you pay a rescue fee based on the cargo value. I just 1900 creds (2/3 of my total wealth) to that. My suggestion to the dev: remove that part. Losing your cargo and current mission is bad enough.
I don't see myself being able to buy another ship anytime soon. Getting to 2000 credits was one of the most frustrating experiences I had lately. So, waiting for an update for now
Fully agree here. I've tried Elite: Dangerous iOS and that is way too complex for me. Rogue Star on the other hand is a game with Elite in mind, but more arcade feeling. When playing the space battles it reminds me of X-Wing a lot, specially the ability of redirecting energy to shields, lasers, etc. I don't want Rogue Star to get more strategy-complex, I like it simple as it is. As for the difficulty, I hope that if they change anything, they add the option to change the difficulty, not that they change it and make it easier for everyone. After a lot of fighting, I like how it is.
Hi guys! It is enormously heartwarming to read the positive comments here. The last couple of days have been a blur but I wanted to make sure I snatched some time to thank players for their support and answer some questions. Firstly the game's difficulty! Rogue Star was born out of my passion for challenging but fair gameplay. It's always a challenge finding the right balance between undemanding mechanics, which can quickly become boring, or frustrating complexity, which drives players away. Therefore, I've tried to pitch Rogue somewhere between the two, which is a fine line to tread. There's always more to learn, and going forward I will tweak and adjust it based on feedback from players. In this respect things that are likely to be tweaked fairly early I hope are: - Control Sensitivity - Enemy AI and Stats - Player ship Stats Having said all that, I don't want to dumb down the games difficulty too much! I really want to try and instill a challenging flavour back into mobile games. To players who are finding it difficult, persevere a little, it should click soon! Play around with the power settings and also adjust your speed while in combat. Also, don't get caught in to chasing down a enemy and forgetting about its friends.. We spent a long time on Rogue's AI and enemies will try to lure you into having tunnel vision.. watch your six!! It's interesting to see a segment of people requesting holding down to fire. I toyed with this throughout development and settled on the satisfying arcadey feeling of bashing the fire button! It just felt so right. Holding down was therefore held back as a possible upgrade later down the line.. as it has gameplay mechanics associated to it. I can't talk much about that right now, which you'll probably hear me say a lot. But there's a plethora of things I've lined up to support and grow the title further IF we can achieve some momentum. However, if a ground swell does build up regarding it's inclusion, I'll certainly consider implementing it more quickly! Story wise and related to a comment earlier about mysteries in the game waiting to be found. The story has been kept intentionally loose to allow the player to just have fun and not flood them with loads of text. I also really believe in the power of players using their imaginations, so hints and call backs are sprinkled around for keen players to watch for. Also, I wouldn't want to spoil anything but there are some more 'involved' missions for adept and curious players..! The amount of sectors is indeed 7. This was a crucially important early design decision. The easiest thing to do it to make grand plans and then not be able to deliver on them. I wanted to ensure we were realistic and created a game which meet its goals. 7 sectors allows us to concentrate on the important facets of a genre like this, without getting caught up in the over-complexity which a small team couldn't handle. It's maybe worth pointing out that Rogue Star was completed by 2 people, and at times only 1! Favours and kind friends have helped out occasionally but it's been an insane task. Once again, Rogue's design bible has a lot of features (based around shall we say, enhancing areas..) which we hope to get the opportunity to work on. Gameplay video availability wise. Please accept my apologies on this. I've been firefighting for weeks now and my release plan got completely shot too. I will try to get something together in the next week to showcase the games major features and gameplay. My thanks to those that have already posted videos! Lastly, we're currently working hard on squashing bugs for an update asap. So for players who've experienced any lock-ups or oddities please accept my apologies. We're doing all we can to fix things. Once again, thanks for your support everyone. It's going to be a long battle to get this game noticed, but it's been great to see the positive reception it's received so far!