Author Topic: Xenomarine feedback  (Read 6544 times)


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Xenomarine feedback
« on: January 05, 2016, 04:55:37 PM »
Hi All,

I've been working on XENOMARINE, a sci-fi graphical roguelike for about a year now. I haven’t shared this before today as I wanted to first get the game to a stage that illustrates it’s gameplay potential, and I feel I’ve finally got there - hooray! I now have a stable playable demo version, consisting of the first five fully-featured levels, which I’ve just made available for download on

I’d love to get some feedback on the project from some real roguelike connoisseurs, (especially on level-design and item and weapon distribution, and also any bugs you find, but really any feedback would be great!) hence this post. I’m very open to using any suggestions received at this stage as I bring the game to completion over the coming year.

Here are the key features of the game:

-Simple mouse and keyboard interface

-Weapon and armour choices are reflected in the 'look' of your character
-Many thousands of possible weapon and armour combinations (including 'dual-wielding')

-Over 70 individually upgradable weapon types (approx 15 in Demo version)

-Unique useable items such as scanners, stimpacks and directional forcefields.

-Over 150 visually distinct enemy types (5 in Demo version)

-Multiple damage types and status effects
-Over 60 learnable skill upgrades

-Crafting (basic items can be crafted and armor upgraded with the relevant skills)

-Interactable scenery: moveable crates, exploding barrels, functioning doors

-Realistic sound effects

-Over 50 unique randomly generated levels (5 in Demo version)

-Infinite gameplay
- levels get harder and harder until you die: complete as many as you can! (Not in Demo)


-Classic highscore board

Instead of posting some bad screenshots, here is the link to the website. It has a video trailer which should give a good idea of the game, and has a link to download the free demo (for PC, Mac and Linux):

Any and all feedback much appreciated!