Rogue Battle Ships
Take an old ship past the outer reef, and bring back what's left of her.
Rogue Battle Ships is a top-down naval roguelike. Steer to aim, focus your broadsides, ram, lob mortar shells and sink whatever the fleets send at you. Chart a course across the islands, pick an elemental upgrade after every won fight, and face the fleet's flagship at the end of the chart. Sunk or victorious, everything you bring home is kept: refit your ship at the Shipwright, trade at Coast Street, and sail again.
Old Tech No engines, no radar, no clever machines. Your weapons are iron guns, a reinforced bow and a squat bronze mortar. Your map is a paper chart. Your ship gets better through timber, iron and canvas. Every voyage is written into the Captain's Log.
Features:
Steering is aiming: line up a broadside, hold to focus the guns, fire when the spread narrows.
Three sail stages: slow and nimble, battle sail, or full sail that outruns a mortar volley.
Two enemy types that hunt together: fast Schooners that cut across your bow, heavy Frigates that keep their distance and shell you.
19 elemental upgrades in six elements (Fire, Water, Wind, Poison, Earth, Lightning), picked during a voyage.
Permanent upgrades at the Shipwright: more guns, a ram, a mortar, armour.
A Codex you can open anywhere (Tab), and a Captain's Log of every past voyage.
Progress saves between sessions, in the browser too.
Rogue Battle Ships is a top-down naval roguelike. Steer to aim, focus your broadsides, ram, lob mortar shells and sink whatever the fleets send at you. Chart a course across the islands, pick an elemental upgrade after every won fight, and face the fleet's flagship at the end of the chart. Sunk or victorious, everything you bring home is kept: refit your ship at the Shipwright, trade at Coast Street, and sail again.
Old Tech No engines, no radar, no clever machines. Your weapons are iron guns, a reinforced bow and a squat bronze mortar. Your map is a paper chart. Your ship gets better through timber, iron and canvas. Every voyage is written into the Captain's Log.
Features:
Steering is aiming: line up a broadside, hold to focus the guns, fire when the spread narrows.
Three sail stages: slow and nimble, battle sail, or full sail that outruns a mortar volley.
Two enemy types that hunt together: fast Schooners that cut across your bow, heavy Frigates that keep their distance and shell you.
19 elemental upgrades in six elements (Fire, Water, Wind, Poison, Earth, Lightning), picked during a voyage.
Permanent upgrades at the Shipwright: more guns, a ram, a mortar, armour.
A Codex you can open anywhere (Tab), and a Captain's Log of every past voyage.
Progress saves between sessions, in the browser too.
Comments12
So incredibly fun to play. Well done!
The upgrades are interesting, the navigation of the ship is smooth.
I like the graphics and the fact that you can remap inputs.
I think there should be another method for aim and shoot, holding the mouse on any side of the ship and releasing the mouse button to fire.
Great overall !
Left my ratings. If you have a moment, we'd appreciate a rating on our game too: Robot Workshop.
A few things I found a bit awkward, though:
The fonts on the cards and dock upgrades are a little too decorative. I'd keep them for headings and use something more readable for the descriptions.
Also, there's no UI on the main gameplay screen. Is that intentional? I never quite figured out how much HP my ship had.
The progression map is a bit hard to navigate, too, since all you know about the upcoming stages is a bunch of question marks. Usually, a map like that lets you plan your route based on what's ahead. But that's more of a concern for a full release than a jam version, of course.
Seriously awesome game. Great job!
And hey, any chance you'd be interested in teaming up to develop it further? I'd absolutely love to draw some ships for this! :D