Game Synopsis
Rogue Eras is a 2D roguelike about time travel. Starting as a knight trapped
in a magical tower, the player must journey through a portal that links the tower
to different time periods. However, the dominant forces of each era have already harnessed
the portals power into weapons to stop the knight from traveling further.
A battle between trains in an exciting western setting, raiding a steampunk
airship filled with mechanical advancements, a secret government facility experimenting
with magic body enhancement (and ninjas!), and the final destination where the
final boss awaits the knight.
Exploring and clearing out the different time periods will award coins to spend
in the tower on permanent upgrades. The game is meant to be difficult, but after
enough playtime and upgrades bought, clearing the game eventually becomes a breeze.
Every stage is filled with themed enemies and a final boss at the end, that grants
passage to the next time period on death. After traveling through all the time periods
in one run, the player can head to the final boss stage in the hopes of clearing the game.
I don't know if I'm legally allowed to show footage of
the game currently as my internship is over now, so for now this page will be a bit
empty until I reach out for permission. Thank you for understanding.
Experience
My college internship project, I made Rogue Eras alongside the same people
I've previously worked with in college (Our little group got the same internship).
Rogue Eras is an okay project, not what I wanted to make and I spent
a lot of the internship pushing for us to downscale the project so it could be completed
in time, but nobody was keen on listening to me despite being right in the end.
I ended up handling all of the visuals and environment aside from weapons and characters,
but I helped out everywhere as did everyone else.
I gained more experience in a work environment, and doing online work professionally via
company tools and following coding standards as expected of me. Unity wise, my biggest
improvement was learning about timelines and becoming adept with them.