
Our teams game, “Rouge-Lite,” was a game in which I didn’t believe we would get as far as we had. Our team dynamic went from rocky to almost detrimental chaos within a couple of weeks. It had seemed like our game was doomed to not even come close to a vertical slice; something that was unpresentable.
Within the last two and a half weeks our group managed to make a complete 360 on our teams dynamic on order to create a vertical slice that we could proudly present.

Rouge-Lite is a game in which you play as a magical being that controls four golems within a multi-leveled dungeon. This multi-leveled dungeon has different atmospheres the farther down you travel. Our main audience consists of 20-30 year old’s, due to the fact that all levels have an aspect of killing bugs and a slight level of gore by using the dead bugs parts to create makeup products.





With any game, there are groups of people who won’t enjoy the gameplay. For Rouge-Lite, people who wouldn’t enjoy our game are people who hate killing bugs/animals, people who don’t like the concept of giving things away to a aristocracy, and of course people who don’t like rogue-like games. Since our game was meant to appear as light-hearted, this helped to lessen the dislike of our game for people who don’t like the concept of giving away things to an aristocracy. As far as people who don’t like killing bugs/animals, we tried to lessen the dislike here by creating bug-like creatures that weren’t realistic to one’s in the real world as well as portraying them as an infestation that impacted the game world’s society in a very negative way. Even with attempting to lessen the dislike for these groups of users, it is impossible to please everyone so there will still be people who wouldn’t like Rouge-Lite.




Makeup is an aspect in the real world that is taken very seriously. People use makeup to change enhance and/or change things about themselves they don’t like. In Rouge-Lite, we wanted to create the opposite feeling. This is why the creatures that use the makeup in the game aren’t really humans, but the golems. This was to help create a more light-hearted feel to the gameplay as well as the real world product.



At the end of the semester, through a lot of doubt, our team was able to create a vertical slice game that was a lot farther along than many of the team members ever thought was possible. By having our team not make it to demo, it helped people realize what needed to be changed for future team dynamics on other teams. Overall, even though our game didn’t make it to demo, i am really proud of the amount of effort all team members put in during the last two weeks to be able to present what our team has worked on during this semester.



