10 years after my first game: Rochinko – a dark fantasy pachinko-roguelike

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  • Hey everyone,

    I released my very first Construct game over 10 years ago. A lot has changed since then — the engine, my skills and projects — but I’ve always come back to Construct because it just clicks with the way I like to create.

    I’m finally ready to share my latest project: Rochinko, a dark fantasy pachinko-roguelike built in Construct 3.

    You launch magical orbs into boards full of monsters and treasure, and physics takes over from there. Each run is a mix of chaos and strategy, with hundreds of items, ball upgrades, and night events tying into the lore of the world.

    I just put together the first trailer, and it feels surreal to see it all coming together after working on it for almost a year now:

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    Would love to hear what you all think, especially from other Construct devs who know the grind behind getting a project to this stage.

    Thanks for checking it out, and thanks to this community which is part of why I stuck with gamedev for this long.

    – Mike

    (Steam: https://store.steampowered.com/app/3959730/Rochinko/?beta=1)

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  • Looks pretty cool, the AI stuff is gonna rub some people the wrong way though. The only thing that bothers me a little is that it seems to mix some artstyles (realism, stylised realism, cartoony), although it kind of works. I feel like I personally would replace the realism with the stylised realism though.

    It's clear that you put quite some work and thought into that project. Little polish things like the items in the shelf reacting to the reversed gravity is a nice touch. I think you should also shake em up a little with screenshakes. That portion of the game is I'd assume the meat of the game, so I'd make sure to polish that part up as much as possible and make it really satisfying with (sound-)effects and whatnot.

    How'd you do the card reveal effect at 0:06? Is it a custom shader or just some combo of destination-out with a noise or similar?

  • Thanks a lot! The game definitely needs more polishing everywhere but it's slowly getting there. Thank you for taking time to write all of this.

    Regarding the burning cards, I created 10 different burning animations with a burn effect in After Effects, with an identical layer but different color slightly offset, so they're a transparent png sprite on top of each card. I followed some tutorial and customized it to my needs for the cards.

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