Following another Kickstarter excursion, I came across yet another great-looking game boasting a massive amount to offer players in terms of gameplay, story, and wonderful-looking scenery; Rose of Starcross. Inspired by classics such as Super Mario, The Legend of Zelda, Undertale, and others, the game is a top-down turn-based RPG platformer making use of an intricate 8-BIT art style and conceptual design heavily inspired by Rebecca Sugar’s Steven Universe series, of which I am personally a big fan of. Wanting to learn even more about this ambitious title, I got in touch with the game’s designer Peyton Burnham who had a lot to say about the game, as well as its development cycle and challenges to have been overcome. Here’s what Peyton had to say about Rose of Starcross:
What were the influences behind your game?
Way too many to list, honestly! As far as games go, the most obvious ones at first glance would probably be Zelda, Mario, the Toby Fox games, the Mother series, and the Souls series for sure but I would mostly just say “games” in general. I take plenty of cues from stuff like Bayonetta to Silent Hill and Resident Evil so really it’s just whatever I love, which is a lot! The same can be said for other media like music, film, and TV!
What has the developmental process been like?
Pretty weird! This is (arguably) my first game so learning EVERYTHING from the ground up has happened during the development process. For a very long time, I was fighting my own limitations, getting rid of old systems that were broken, and getting exponentially better at everything so it’s been hectic and super frustrating! But I’ve gotten to a point where I feel confident in my abilities and the base systems I’ve set up for the game! Recently things have been going much more smoothly and I expect that to more or less remain throughout the development.
How close are we to seeing the finished product?
I would say 2-3 years. Like I said I’ve only just recently gotten a good flow and process so it’s hard to judge how long certain things should take. So between feeling like I’ll be getting into a good pace and the fact that the game will be pretty sizable, I think that 2-3 years is a solid prediction.
What has been the most exciting aspect of development?
Getting to write my music, choreographing cutscenes to it, and then seeing that actually happen in the game is pretty exciting! That’s mostly because I’ve been a musician longer than I’ve been anything else so it’s really cool to get to write music that gets to go with other things. Also, just getting to make a game that I really like is insanely exciting!
What has been the most challenging aspect of development?
Aside from when I was basically learning how to program and always having to fix stupid and weird bugs, the most persistent challenge has been art 100%. And ESPECIALLY animation. It’s hard, man! Luckily I’ve found an animation method that works for me, but still.
What has been the most frustrating aspect of development?
See above! But here I’d also like to add in… marketing! Marketing is a lot of frustration for a ton of reasons. It’s not fun, I can’t work on the game while I’m focusing on it, I feel awful if I DON’T do it, and it’s SUPER IMPORTANT! So a perfect storm of frustration.
As a Steven Universe fan myself, I was chuffed to have confirmed my suspicions that this game drew influence from the show. Do you plan to implement gameplay features reminiscent of the abilities of the Crystal Gems?
I have TONS of gameplay ideas and a few major mechanics that I didn’t introduce or fully exploit in the Demo and it’s very likely some of that stuff might be similar to things you’d see in the show! I don’t normally directly go “oh hey that would be awesome to do in my game.” It’s normally a situation where I just put something in the game because it’s just in my head from watching stuff and playing other games. So short answer… maybe!
How well has the game been received so far?
As for the few people who’ve actually played it or seen trailers/let’s plays, really well! The people who like it seem to care about it a good bit and want it to succeed which is incredibly flattering and cool.
What platforms are you looking to bring the game to?
Right now the plan is PC(Steam and DRM-Free) and the Nintendo Switch!
Will the final game have an even more varied color palette than what’s been showcased so far?
Absolutely! The main first area is very purple indeed but every major area will similarly be based on different colors. Plus I’m doing a ton of mini-dungeons that’ll just let me do whatever I want color-wise so that’s exciting! Just don’t expect a huge amount of green.
Out of so many wonderful-looking locations, what has been your favorite area to have in the game so far?
I am soooo excited to work on ALL of the major areas that come after the demo. Since it’s my game I got to very selfishly pick all of my favorite types of places! But I will say, the first area after the demo really has my heart in it. It’s cold, cozy, and moody and I love working on it. That being said I seriously can’t wait to get to Demon City.
Do you have any advice for aspiring developers that may be reading this?
There’s tons of advice out there that’s much better than what I could give and also a lot of similar/repeated advice out there. So I’ll try something more practical and design-related! While learning to make games it can be SUPER tempting to put everything you know how to do into your games. Try not to get caught up in showing off what you can do as a programmer or how many features your game has. Try to make decisions for your game that doesn’t just add to it but enhance it! Harmony is important! We’ve all played games that have stamina bars, crafting, and experience points that don’t need them, right?
Do you have anything else to add?
I could definitely say thanks to the people supporting me! Anyone just following me and my game on Twitter, anyone supporting my game in any way, and my incredible parents who any of this would be totally impossible without! So thanks! Oh, and if you feel like it, consider helping out my game on Kickstarter! https://www.kickstarter.com/projects/roseofstarcross/rose-of-starcross
As well as the link to the Kickstarter page, you can also download a demo of the game via this link:
You can also follow the development of the game as it happens by following Peyton on Twitter:
I’ve briefly played the demo myself and I’ve been particularly impressed with what the game has to offer at even this preliminary stage of development; especially considering that we are still a fair distance away from seeing the finished article. I thoroughly recommend anyone reading this to try the demo out for yourself and to back the Kickstarter campaign, which as of this writing, is there about halfway towards reaching its goal. I would like to take this opportunity to thank Peyton for agreeing to answer my question and wish him the best of luck with the game as well as to thank everyone who took the time to read about Rose of Starcross.
Scouse Gamer 88