Strider, and Castlevania meets Dishonored and Mark of the ninja, in this highly ambitious side scrolling action arcade game.
Super Techno Ninja is a marriage between the classic side scrolling action games of yesteryear, like Strider, Gun Star Heroes, and Castlevania, combined with the implementation of modern day game play mechanics, and ideas, such as those seen in games like Dishonored and Mark of the ninja.
What this means is visually the game will capture the charm of the old 16 - bit era, as well as the sense of fulfilment and satisfaction you got from playing a fun challenging game. However, we are in 2013, not the early 90's, taking advantage of modern technology, and new ideas, we can enrich the game playing experience by adding more freedom, and choice, allowing the player to decide how you are going to tackle the challenges the game presents.
The above game play trailer shows off pretty well how the game will look, and how you will be able to traverse the games environments with the ninja's abilities, (leaping, wall jumping, quickly sliding under hazards and traps, dashing etc) as well as how you will be able to interact with the enemies and environments using various different weapons, tricks, and traps, (destroying cameras to avoid detection, using smoke bombs to confuse enemies, taking out lights to hide in the cover of darkness etc). But perhaps everything can be best summed up by describing how a level in Super Techno Ninja would play out.
Instead of following the formula of progressing on a linear path from point A to point B, confront the end of level boss, win, progress to the next stage, Super Techno Ninja will place an emphasis on choice.
Take a stage where you are tasked with destroying a giant robot guardian in a warehouse run by a horde of enemies who will shoot you on sight. You start at a location some distance away from the warehouse, and how you get there is up to you. Are you going to traverse a near by building, and take to the roof tops, or are you going to head underground via the sewers and approach from beneath, or perhaps you're just going to walk straight up to the front door? On top of this, how are you going to approach the unique challenges each of these different paths presents, are you going to use brute force and destroy everything in your way, or are you going to use speed and agility to rush past your obstacles, or perhaps you're going to use stealth and traps to sneak and trick your way to your goal?
What about once you are ready to confront the end of level boss? How are you going to destroy it? The direct brute force way is always available, or maybe you prefer to fight on your terms, taking advantage of the environment around you? Or maybe there is another way, who said you even need to confront the boss to destroy it, maybe you could just blow up the warehouse? Of course whatever option you choose will be challenging and engaging, nothing is ever easy when you're a super techno ninja.
Again, the game wants to emphasise choice, and options. There will always be a path that is obvious and straight forward, however the various environments will also reward exploration, and host a number of secrets, with areas that might not be accessible the first time you encounter them, but an increase in a certain ability just might open new paths up for you.
And that's basically what Super Techno Ninja will be, a 2d side scrolling action game, with 'sandbox' levels, and a big emphasis on choice, where you take control of a techno ninja, and his numerous abilities and weapons.
The money will be used essentially to make the game. If the project is successfully funded the money will be used to fund the time needed to program the game, to produce the artwork and animations, as well as all of the audio, basically every element required to get the game made, finished, and ensure it delivers in every area laid out in the above description.
Then the game won't get made, but then if the project isn't successful we can only assume the desire for this game just isn't there.
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In terms of actually making the game itself, there isn't much risk involved, I've personally been developing games (casual browser based web games) for several years now, and having grown up playing games since the days of the Commodore 64 I'd say I know games pretty well, as well as what can and can't be delivered in a programming sense. Although Super Techno Ninja is ambitious in terms of its ideas, technically speaking it fits easily within the realms of what we are capable of today.
The biggest risk is will the game be finished on time? I would say "yes, it will", but then of course I would say that ;). Sometimes game developers can underestimate the time it takes to complete a project, or get carried away adding extra features that push the project past its completion deadline, or encounter technical issues that take longer then expected to over come. Like I mentioned above, I've been working on game projects for quite some years now and I've taken all the potential risk into consideration, I genuinely wouldn't expect the game to run past its specified release deadline.
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