"A balanced mix between Hitman, Gunpoint, Payday, Monaco and Subversion". Read more
Funding for this project was canceled by the project creator on October 6, 2013.
About this project
First, we'd like to let you know we are working on the narrative of the game and if you are a story writer, we'd like to hear from you!
We envision Light's gameplay mechanics to be a well balanced mix between Hitman & Payday. Although we mentioned Payday, we want to Light to be a stealth game. The weapons we designed can be used a limited amount of times and when used they produce noise which attracts more guards.
The missions include (and are not limited to) robbing banks, stealing outfits to successfully infiltrate high security areas, killing targets without being spotted, stealing top-secret information, hijacking the communication points to distract/mislead the guards, threaten and extract information about the location of your targets and planting evidence.
"This is just lovely. Gorgeous top down stealth shenanigans, beautiful player feedback. I am disgusted by how great this game looks so early in development. A little scared to have this as a competitor. Will back" - Mike Bithell, creator of Thomas Was Alone
"If the game looks THIS polished at such an early stage, imagine what it'll look like upon release!" - Andy Touch, Unity Evangelist
"Impressively clean and abstract with no noisy, distracting fluff. Looking forward to see where Light is going!" - Robin Baumgarten, Independent Game Developer
Light started as one of the discussions our team was having that ended up in a forgotten ideas notebook locked away in a drawer. When we funded our own games company, which we've dreamt about since we were little, we blew the dust off the cover. In a spiteful motion, we threw away the key to the drawer and vowed we would never let our ideas be hidden in the shadows.
"Loving the minimalist aesthetic and the gameplay looks promising too!" - Paul Taylor, Mode 7
Light was only meant to be a one month project game; we surely didn't foresee it becoming more than a prototype to entertain a few friends at the pub. So here we are thanks to all the early feedback you gave us on Steam Greenlight and Reddit and to all the contributors. Light has rapidly evolved to become something that our personal finances can't stretch to.
In order for us to keep working on Light, we need to raise enough funds to allow us to develop the game without breaks (contract work), which we found inhibits motivation and hinders creativity.
We plan Light to be ready by late February 2014; the first goal will allow us to bring the game to completion and to pay for all the amazing people that will help us in this journey. It goes without saying that we believe the game would be even better if the other stretch goals are met, I mean, the gameplay hours would be next to infinite with all the custom content you'll be able to create and share with your friends!
Outsourcing professionals - Artists, sound artists, designers, story-writers. This includes testers which will make sure you will get the best experience possible from Light!
Supporting costs - Most of the finances we have left over will be dedicated to part of this, but we have to account for much more, such as licences, bills, living costs and all the promotional material (includes t-shirts and rewards)
The table above shows in brief what aforementioned: about a 1/3+ is given to operating costs, nearly half is for all the professionals that want to jump in and help us.
Danny Goodayle - @DGoodayle
Developer, Designer and Artist
A developer who can't stop developing, left his job in advertising to follow his dream of developing games full-time. Random Fact: His playlist has soothing piano right before heavy metal.
Roberta Saliani - @robertasaliani
Production, Design, Amateur Musician & Accountant
Just a Pixel's shortest female member. Loves the outdoors and nature. She jumped away from Electronic Arts pond (Playfish) to follow - DRM free paths - her dream of funding her own games studio. Master of all trades and mostly proud about the ninja production & design skills.
"With our latest version we feel ready to release a short demo into the wild, so at the end of this week we will be sending a demo link to everyone subscribed to our mailing list (be sure to sign up to it!). It will feature an introduction level where you will be shown the controls and then dropped outside of a VIP party that you must infiltrate in any way you see fit. The rest, you will see in the demo!" - See more at: http://www.justapixel.co.uk/2013/09/23/dev-diary-5-creating-light/#sthash.ybdmWW5B.dpuf
- More levels
- More music
- Level editor - create your own awesome levels!
- Extra Art Book & Poster Shipped with the £28 Tier
- Split screen local multiplayer
- Even more Levels
- Inlcude your levels in the multiplayer
- Online Multiplayer mode
- Multiplayer mode compatible starter levels
- Release on other platforms (tbd)
Risks and challenges
As with most Kickstarted projects, there are risks involved: the project missing its deadline and feature-creep being the big two.
To combat the project missing its deadline we releasing weekly updates on the projects status and have a solid project manager who makes sure the weekly sprints are met. If the sprints each week aren't met we review what went wrong and take steps to correct it for the next week.
As for feature-creep, we have defined a set of key goals that must be met before we can add any more features. If new features are to be added, we will ensure that the community knows about them and support them before their addition.Learn about accountability on Kickstarter
We will be adding in support for Wired Xbox 360 controllers for the time being.
- (30 days)