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About this project

-Bead Sprites-

Presented in all their 8-bit glory, here are some of the enemy characters that are in the works. Bear in mind that these are all prototypical works in progress. These just reflect the general notion of what to expect when contributing at the 25, 35, and 45 dollar level. I present 27 enemy concepts, each having their own unique gameplay mechanic and lore. These are by no means all the sprites; this is just one category, “enemies”. There’s still the player character himself, projectiles, different weapons, in-game objects, obstacles, and movement devices that all have their own respective sprites that are going to be in the packs as well ;)

-Enemies-

The first frame (to the left) represents the original concept sketch. In the middle is the in-game 8-bit form. And finally on the left is enemy's the real-world bead sprite form.

#1) Unican Inch Worm

Slowly and steadily approaching the player, the Unican Inch Worm is platted with a tough metallic exoskeleton. There are moments within its movement cycle that render it vulnerable to plasma saber attacks.

#2 Blade Blaster

Mounted on a guide-wire, the Blade Blaster touts twin crescent blades on either side to defend against local combatants, while periodically firing it's center laser when opposition is present.

#3 Cente-Seeker

Gripping surfaces with its centipede-like limbs, the Cente-Seeker deploys a spotlight in search of victims to engage. Mobilizing itself with front and back mini-rocket boosters for horizontal movement, the Cente-Seeker will drop towards its target if it's trajectory requirements have been fulfilled.

#4 Hanging Xeno-Orchid

Planted onto a xeno-technic guide wire device, the Xeno-Orchid slides along it's wire while spraying toxic spores from its single flower.

#5 Optic Plasmoid

Exercising its modest telekinetic powers, the Optic Plasmoid manipulates its gel-like exterior while expelling toxic droplets of gel and reversing its personal gravitational field.

#6 Hydraulic Pyro-Walker

Equipped with burning composite alloy walking spheres, the Pyro-Walker's central processing unit orchestrates its delicately timed walking cycle. Also equipped with centrally installed dual pincers, it may attack the player if he is unfortunate enough to be under the Walker's stride.

#7 Mountable Rotating Laser Fixture

The player is able to hookshot onto and safely occupy the rear wall segment of this Laser Fixture. Achieving altitude via directional thrusters, this fixture rotates on a fixed schedule while sporadically firing its primary laser.

#8 P.I.T. Unit

Short for "Personnel Identification & Termination" Unit, the P.I.T. employs the use of a thermal spotlight, head-mounted gun, and articulating directional thruster in pursuit of all unauthorized persons.

# Techno-Drone

Migrating from an unknown dimension, the Techno-Drone operates outside of Unican influence. It levitates and spins towards the player in the apparent effort to terminate the player. It's motives (if any) and technical heritage are undetermined.

#10 Mutant Crawler

Typically traveling en masse, the Mutant Crawler doesn't display much offensive prowess, but compensates for it with speed and agility. The Crawler can pose a fatal threat if it's porous poison-soaked skin is touched.

#11 Cyberetic Ballistic Sentry

A bastard of Unican science, the Ballistic Sentry is a amalgamation of Unican genetic manipulation and military hardware. Its offensive capabilities are limited, but powerful.

#12 Optic Laser Gunner

A strain of Optic Plasmoid bred for weapon usage, the Optic Laser Gunner attacks with simple rotational pattern and uses it's living electrolytes to keep its dual laser installation in constant operation.

#13 Unican Locust & Spawner

Marking an earlier era of Unican Genetic technology, the Locust is designed to be a flying integrated "Kamikaze" soldier. It's pre-determined 1-day life span ensures it's frenzied combat performance. The Spawner is designed to be in a permanent state of gestation, which assures an adequate flow of Locusts.

#14 Factorius Spear

A genetically repurposed Factorium native, the Factorius Spear levitates in the pursuit of the player, and upon finding its target, thrusts downward. Once it has penetrated a wall of other object, it briefly fires it's side mounted mini laser while digging its spearhead out in anticipation of another thrust attack.

#15 Gemini Jaws

An archaic dual minded form of Unican, the Gemini Jaws levitate and move using antiquated Unican relativity technology. When the player is in between the jaws, they quickly slam into one another in hopes of masticating their target.

#16 Flying Wall Hugger

A strain of Wall Hugger purposed for aerial travel, the Flying Wall Hugger shares it's cousin's lack of intelligence and offensive power, but is also possesses it's impressive inter- generational reproduction turn-around time.

#17 Wall Hugger

Deployed as standard infantry for most Unican campaigns, the Wall Hugger posses neither wit nor brawn. It does however reproduce at an impressive rate, and is highly adaptable to an infinite array of planetary weather and deep space environmental challenges that most other species can not endure.

#18 Ground Flounder

Boasting electro-shock attacks, nimble insect-like reflexes, and a durable exoskeleton, the Ground Flounder easily tricks less seasoned combatants with its modest appearance.

#19 Unican Soldier

The Unican standard in military personnel, the Unican Solder is outfitted with aerial thrust boots, and a shoulder mounted missile launcher. It's durable exo-suit is the product of modern Unican technology.

#20 Elite Unican

Equipped with a Plasma Saber and projectile shield, the Elite Unican Soldier is outfitted with a more durable and lighter form of exo-suit that allows far faster movement to facilitate close combat with other Plasma Saber capable combatants.

#21 Automated Climber Drone

A simple and elegant Unican solution to climbing battle scenarios, the Automated Climber Drone is coded to pursue the player when he is climbing on the sides of super-structures.

#22 Cybernetic Unican Pulverizer

A freak of experimental Unican genetic tampering, the Unican Pulverizer uses it's neck-mounted robotic "morning star" weapon in a rapid unpredictable fashion, forcing the player to hone his reflexes and aim.

#23 Electric Embryo

When active the Embryo rolls in a ball along it's back while producing a lethal electrical charge on the surface of it's skin. The Embryo can only attack in short bursts, which leaves it open to counter-attacks when it is recharging between assaults.

#24 Optic Pyro Spheroid

Heavily adapted to extreme heat, the Spheroid regulates it's body temperature is by remaining in molten lead or magma. While it can only be out of contact of extreme temperature momentarily, it can cause a large amount of collateral damage in that brief time.

#25 Mobius Cyborg

A dark triumph of Unican living-tissue grafting medical science, the Mobius Cyborg is installed onto a large pillar. Spewing toxic gas from its multiple mouths makes it a formidable stationary foe.

#26 Telekinetic Unican

A rare breed, the Telekinetic Unican posses a strong telekinetic force that can lift heavy objects to attack the player with. While intelligent and gifted, the Telekinetic Unican lacks defensive competence.

#27 Omni Blaster

A Simple unit with a series of omnidirectional ballistic installations, the Omni-blaster is the Unican standard in stationary military hardware.

-Breakdown-

The short version: The bigger the bead sprite order is, the better opportunity I have to hook you up with the bigger and more complicated sprites, which are more “rare”. Regardless of order size, you will not be disappointed, that’s a promise! ;)

The long version: There are a number of things that occur when in-game pixel art is being “transited” to bead-sprite form. One is that some of the enemies have in-game sprite rotation like the body of the Unican Inch Worm or the Hanging-Xeno Orchid, so their bead sprite comes with “pose-able” sub-pieces. Some enemies consume more beads and are more time-consuming to produce, which contributes to how “rare” they are (such as the Hyralic Pyro-Walker and Omni Blaster). Some have more than one main sprite, such as the Gemini Jaws or Unican Locust & Spawner, which would count as 2 pieces. So there’s a lot at play when determining how the packs are created. But, be assured that each and every contributor will be taken care of.

 

-Wrap Up-

Normally I don't show what ideas are in the works, as most of this process is done in-house. Enemies may be “cut”, or new ones introduced, or upgraded to a boss or mini-boss. The randomized baseball card concept of distribution helps give me some traction on how to work with all the orders, variants, and beads.

-Screenshots-

To start the last week of funding for Infernal Edge 2, I'll be posting up a new video showing off some actual gameplay! Here's a few screenies to tide you over before the video comes out ;)

Planet Kaldez

A snowy sub-zero planet, Kaldez offers many interesting gameplay situations with ice, frost, snow, and freezing.

Planet Jivah

Plant-filled Planet Jivah is the furthest along, and is the main level featured in the video. There's just so many opportunities to engage the player on Planet Jivah, from dodging electric embryos to battling Unican soldiers while climbing through space!

Circular Boss Battle

Here's a quick pic of a boss that hasn't been touched on before, nor the gameplay mechanic that supports him. As you can see, an interesting battle indeed ;)

-Wrap Up-

All the context and details of these images will be addressed in the video. These images represent the notion, the idea of Infernal Edge 2. There's so much in store for players if the project funds! Thanks to everyone who's contributed thus far! I know we can make it! :D

-The Original Infernal Edge-

"Man, this game is awesome. So simple and so fun. The boss-fights are epic and his retro graphics sounds modern with the angle changes."

-Matheus 

"I love this guy's games.

The graphics are lovely, the sharpness and contrast is intense. This was so much fun to play, especially the boses. They felt well designed and are what made the game great. I would love to see this extended a bit more, both in terms of length and gameplay possibilities."

-EggNog

"A high-adrenaline game that's both challenging and crazy amounts of fun to play..."

-John B. jayisgames

"Lovers of such classic titles as Strider, Ninja Gaiden, and Bionic Commando take note, this one, THIS one, is for you."

-blistered thumbs

"It’s like the actual retro shooters had. Like Contra had. And all of his games have this. Sure he has been thus far limited by funding, but I think we could see something even bigger from him."

-nerd-age

-Accolades-

Nominated for best action game on jayisgames.com

Weekend Download on jayisgames.com

Freeware Game Pick on indiegames.com

Featured on Idealsoft.it

Featured on Superlevel.de

Featured on gekikarareview.com

Featured on "Best of Indie Games" on Gamesetwatch

-Operation Sky Scream-

I've been hinting at this for a while, and now the time to discuss "Operation Sky Scream" has arrived. Based on a game of the same name, Sky Scream is a previous Lazy Brain Game that features Victoria Frost (see Meet the Cast!). Here's a video of Sky Scream just to give you an idea of what it's about...

 So in addition to the core gameplay of Infernal Edge 2 there are also segments of Infernal Edge where you are in a free fall similar to Sky Scream. Also, upon completing Infernal Edge 2, Victoria Frost is unlocked and becomes a selectable character! This enhances the replay value in a big way, since Victoria's agility and skills differ from Iron Mike's (see Meet the Cast!). There is also  something else that is unlocked upon completion, something big, something nobody will be expecting.

These free-falling segments make a huge impact on the level design. These segments may be initiated by enemies or bosses, or by the player via the action button. Having free-falling segments opens up so many possibilities from a boss battle standpoint as well. Some of the longer boss battles near the end of the game may switch from being stationary to free-falling, or visa-versa. Being able to "switch venues" mid-battle is awesome... just plain awesome.

-Meet Team Infernal!-

I present "Team Infernal", the production team that's going to make everything that's been discussed a reality. We have a nice range of talent, with this team, Lazy Brain is capable of producing more content, more depth, and more awesome.

Johnny B.

Founder of Lazy Brain Games, Johnny B. acts as executive director, designer, coder, writer, artist, musical director, and organizer of all things Lazy Brain. Johnny B. is a firm believer in making games that are about unique and fresh gameplay. Using chiptunes and pixel art to give his games a “retro-centric” feel, Johnny B. has made 11 Lazy Brain Games thus far, and is eager to create larger scale games that
offer more content and depth for the player.

Con-Man

Lazy Brain Games’ resident composer, Con-Man has made tracks for many of the seminal Lazy Brain games such as Mecha-Spider Island, Runner Gunner, Bug Hunt, Space Fish, and of course the original Infernal Edge. Acting as the musical producer for Team Infernal, Con-Man will be bringing his classic chiptune style to Infernal Edge 2 as well as guiding the musical effort as a whole.

Michael Stearns

Michael Stearns’ love and fascination for old-school action games is so deep and pervasive that it has made him all but useless for anything else. Half of the 2-man development team, StarQuail games, Michael has worked on numerous game projects and even finished some of them! He loves making colorful illustrations and is best known for his work on Astroman, Tiny Barbarian, the comedy/adventure webcomic Dawn of Time, and for drawing Sonic the Hedgehog when there were more important things he should have been doing.

James Rossi

James graduated from the Center for Digital Imaging Arts at Boston University in 2009 after studying Audio Production. He’s been actively involved in various audio projects since then and most recently has been working with 800 North on Dino D-Day. He brings none of this varied audio experience to the team and instead is doing QA, story concepts, and some promotional tasks.

Steve "Slick" Aspinwall

3years Industry QA / Testing experience and a life-time of playing some great and some awful games! Been playing games for over 30years now. Worked on around 13 or 14 games for Ocean /Infogrames from 1997 to end 1999 - a couple of them were actually OK! Was seen to smile once in 1998 - but no pictures survive.
Currently listening to a lot of : RUSH / Mastodon / Dream Theatre
Currently playing : Dark Souls / Runescape / Skyrim (enjoying the bugs so far!)
Claim to fame: Once upset Jeff Minter at a games conference, by having words with him about killing sheep in his grid-runner game...oops.

H. Arnold Jones

H. Arnold Jones ("AJ") hails from Washington, DC and is currently on-loan to Lazy Brain Games.  AJ brings yet more experience to the music & audio side of the fence, and has credits with Dark Realm Studios (makers of "Pandemic"), Wandering Samurai Studios ("MechWarrior: Living Legends"), and Viridian Games, and has completed projects in the Independent Film community doing location sound, music, and post-production since 2006.  In addition to music and sound-effects, AJ is a prolific beta tester of games, contributes code to the open-source community, loves to go iRacing, and plays with computers all day long at his day job.

-Updates-

#1- Meet the bosses!

#2- The Elements of Gameplay

#3- Know Your Enemy

#4- Meet the Cast!

#5- Nuts & Bolts

#6- Locales & Operation Sky Scream

#7- Meet Team Infernal!

#8- Screenshots!

-Infernal Edge 2-

While I can write endlessly about Infernal Edge 2, without spoiling too much of it, here are a few aspects that where not addressed in the video either due to the interest of time, or because of copyright issues. Not being able to show footage of other games or movies that have inspired Infernal Edge 2 makes some of the ideas difficult to discuss in a more in-depth way.

-Gameplay-

From a design standpoint, the core idea is founded on Contra 3, the Alien Wars, in which there are segments where the player is clinging to the sides of structures, as seen here on youtube.

One big difference between Infernal Edge and Contra is the camera rotation, and incorporation of the hookshot into the boss battles and the level design, which makes it really diverge from the overall Contra game design.

Nobody seemed to catch the obscure reference to Legend of Zelda, Link to the Past, where you have to use the hookshot to defeat Arrghus by extracting parts of his body and slashing them, as seen here on youtube.

 

Knowing the reference, you can also appreciate what can be done with the new addition of a plasma saber in Infernal Edge 2 ;) The plasma saber serves a number of functions (Sin and Punishment *cough cough*), but I don't want to spoil too much of it ;)

Also, by being able to scale the sides of certain structures, there are many gameplay opportunities that present themselves, particularly in conjunction with the fact that there is a "action" button which is a new addition to the gameplay not addressed in the video. Without saying too much, here's some footage from Super Mario World that you can view here that might help shed some light on subject.

These are just 3 new ideas, plasma saber, scaling the sides, and an action button. There are tons of new ideas that really push the Infernal Edge 2 over the... edge as far as interesting game design, which is what Lazy Brain is known for. There's so much love and attention that each boss (which there are quite a few of) and level is receiving in a very customized hand-done sort of way to make sure that Infernal Edge 2 is a hugely diverse gameplay experience.

-Visuals-

The visuals, are what I like to call "8-bit plus" which is what I consider the first Infernal Edge. It is 8-bit inspired, but does not completely conform to the technical specifications of the NES. But, much in the vein of the NES era style graphics, there is far more attention being paid to the artwork as a whole, since there are so many levels, bosses, enemies, and dynamically changing and living environment for Infernal Edge 2. While "tilesets" (which is a series of "tiles" that where commonly used to decorate 8-bit games) there is very much an emphasis on customized, hand-done pixel art throughout.

-Music-

The music, without a shadow of a doubt, is some of the most epic, and grandiose chiptunes that Lazy Brain have ever conceived. There's not much too say other than there is an emphasis on movement and atmosphere, and that the entire musical effort is something of a project in of itself, especially when considering the number of levels, and the scale of the entire musical suite. Just pure EPIC.

-Story-

The story is something that a lot of attention is being payed to, and is the one thing I want to keep fairly secret. As per the video, it's based on the villains. The development of the characters, plot, and overall "message" of the game is something that would just spoil it too much if I went into further detail ;)

-Overview-

Looks like I wrote a bit more than intended, but there's just SO MUCH to cover! In fear of turning this page into a design document, I'll just state that Infernal Edge 2 is hugely important to me, and will be my finest achievement as a designer, if we can find the resources to make it happen :)

-Contact-

So, needless to say, I'm excited about Infernal Edge 2, and I want to do whatever it takes to get the funds together to create it. If you want to know more about the project, have a question, or just want to talk about games, hit me on my cell or email ;)

Johnny B.

Phone (650) 703-4399

Email lazybraingames@gmail.com



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Funding Unsuccessful

This project reached the deadline without achieving its funding goal on March 13.

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-SPECIAL THANKS- Every dollar counts! Your name are in the credits!

Estimated Delivery: May 2012

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-CONTRIBUTOR MODE- When you submit your name into the online highscore board, the game will enter "contributor mode” where cool stuff happens! You will see fireworks and lighting effects in celebration of your glorious name! Show it off to your friends! + Special Thanks

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-FUN PACK- You get the handmade Infernal Edge 2 bead sprite “Fun Pack” with 8 unique pieces! Stick ‘em on the wall, on the ceiling, in a binder, be creative! + Special Thanks + Contributor Mode

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-ACTION PACK- You get the handmade Infernal Edge 2 bead sprite “Action Pack” with 8 additional unique pieces. + Special Thanks + Contributor Mode + Fun Pack

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-HERO PACK- You get the handmade Infernal Edge 2 bead sprite “Hero Pack” with 14 additional unique pieces. + Special Thanks + Contributor Mode + Fun Pack + Action Pack

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-POSTER- You get the Infernal Edge 2 poster! Hot diggity dog! + Special Thanks + Contributor Mode + Fun Pack + Action Pack+ Hero Pack

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-DEDICATED CREDIT & JUMPSTART- You get a full screen dedicated to your name in the end credits, and get access to Infernal Edge 2 one week before its release! Get a head start on the highscores, post reviews, and get in on the alien blasting fun before the general public! + Special Thanks + Contributor Mode + Fun Pack + Action Pack + Poster

Estimated Delivery: May 2012

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1 Backer • Limited Reward (11 of 12 remaining)

-EASTER EGG & BOSS SPRITE- You get a totally unique in-game Easter egg that reveals your name in-game! Plus you get an Ultra-Limited handmade bead sprite of an Infernal Edge 2 Boss! + Special Thanks + Contributor Mode + Fun Pack + Action Pack + Poster

Estimated Delivery: May 2012

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-ULTIMATE BEAD SCREENSHOT- You get the “Ultimate Bead Screenshot” a bead sprite of an entire screenshot of Infernal Edge 2 of your choosing! After removing the HUD from the screenshot, that comes out to 53,248 beads of eternal gratitude! + Special Thanks + Contributor Mode + Fun Pack + Action Pack + Poster + Easter Egg & Boss Sprite

Estimated Delivery: May 2012

Project By

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Lazy Brain Games

Connected as Johnny Bell

Lazy Brain Games has been producing free retro games for over a year, and it's been a blast! Thanks for playing!

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