This is not a story-driven game. Then again, neither was Bad Dudes for the original Nintendo. What's important is to provide some context for the player's actions. With some older games, many elements of the story had to be brought by the imagination of the players. Yes, obviously The "problem" with this type of arcade-level story is that it is inadequate for me on a personal level. I want compelling stories in games. I think the best games I've ever played have depth of lore and true value to exploration and discovery. So I wanted to at least include open-ended elements in this game's design where the player could imagine where the game would take them. So we typecast the player as a StarJacker -- the title of the game -- conjuring up 1980s retro-futurist glory (with main title art in the works). We put the player in the direct controller position, so he/she is not telling another character to move, but they themselves are operating the cockpi...