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Crash Point is the story of Val, a mercenary on a mission. A cyberpunk metroidvania featuring fantastic pixel art and RPG elements. Read more

Chicago, IL Video Games
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Crash Point is the story of Val, a mercenary on a mission. A cyberpunk metroidvania featuring fantastic pixel art and RPG elements.

Chicago, IL Video Games
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Indy Pup Games
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Indy Pup Games

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About this project

  • Crash Point is a 2D cyberpunk metroidvania that will be available for Windows, Mac, and Linux.
  • Play as Val the black listed mercenary on her mission into the arcology, Avalon Prime. Equip augments to change your combat style.
  • Crash Point provides players with multiple ways to overcome challenges. Either through combat or by hacking into the Net which adds a puzzle and platforming aspect.
  • Discover the rich story as you progress through the game and interact with complex characters

Crash Point takes place in a dystopian future where megacorps rule. They wage constant war against each other through hired bands of mercenaries looking for their next paycheck. Their wars exist only to line the pockets of executives and leave shattered lives of the common man in their wake.

The puppet government is able to appease the populous with free augmentation programs that are only research programs for the megacorps in disguise. But the people are growing wise and rebellion must be crushed by the super soldiers created through these nefarious means.

Our story begins in the underbelly of Avalon Prime, an arcology built by the government while it still had some semblance of control. A towering self-sustaining pyramid filled with homes, schools, shops and parks. It was advertised as an idyllic place when it was built, but it was really a housing project for undesirables. Long since has it been abandoned by the government, and the people left to rule themselves. For a long time, Avalon Prime remained off the radar of the megacorps, but now those halcyon days are over and the megacorps see the arcology as a bastion of hope and independence that needs to be snuffed out.

Val - Val is a merc for hire, or she was. After a mission gone bad she's been black listed. She hasn't had a job in months and she's getting restless. That's when she gets the call from an unknown corp that seeks to employ her. In the past she wouldn't have taken a job for a no name like this but her reputation is shot and she needs cash, augments don't maintain themselves after all. The job seems simple, infiltrate Avalon Prime and bring back Dr. Merculious. If only she knew what was ahead of her, she wouldn't have picked up the phone that day.

The Inhabitants of Avalon Prime - Avalon Prime is a big place, the inhabitants are as diverse as their self contained city is large. The base of the pyramid houses all the utilities for the operation of the arcology. The workers there have seen better days. Avoiding the cyber slime that flows through the underbelly is a daily chore that some inhabitants have given up on. Now the slime has mutated them and they're no longer the men they used to be. Yet they carry on working, there's not much else to do.

Mutants
Mutants

As you move up the levels of the arcology, the layer of filth starts to lift, although you feel like you can never really be rid of it. This is where the real life of the arcology can be found. There are various gangs that control sectors of the monolithic structure, some are violent criminals while some are just trying to hold together the remnants of the blossoming community that once lived here. Among them are the Chuppers, the Beta Kids and the B-Tuffs. A community has grown around the Net in this part of the arcology. NetJackers can be seen at consoles in the area living their lives out in virtual reality.

Chuppers
Chuppers
Beta Kids
Beta Kids
B-Tuffs
B-Tuffs
NetJackers
NetJackers

The apex of the arcology has quarantined themselves away from the slime and the filth that exist below. They don't mingle with the rest of Avalon Prime and they don't care that their very existence requires the labor of those living below. No one has seen an Upper Avalon resident for over 50 years.

Cultists
Cultists

Some of the inhabitants of Avalon Prime are hostile towards Val, and some will become her allies. Val will also have to deal with defense forces and vicious creatures on her journey through the arcology.

Combat - Val has both a melee and a ranged attack. Her melee is her bread and butter and evolves throughout the game with various combos.

Val's ranged attack is limited use, you can use your weapon to get you out of tough situations or shoot down a turret that's just out of reach, but you're not going to be running through an area guns blazing. It takes time to recharge your weapon every time you fire off a round.

Finding and utilizing augments is a big part of the game. Val will find augments for her arms, legs, and body. Each of these will affect combat and game play in different ways. Many of the arm augments will alter the combos that Val does or her combat style. Leg augments tend to effect the way Val moves through the level. Body and head augments are variable and effect various aspects of the game.

Hacking - Hacking is one of the unique elements of this game that sets it apart from other metroidvanias. Hacking stages will be different through out the game and will offer challenging puzzles and platforming areas. The goal is always the same though, get to the Crash Point. The Crash Point is a visual representation of an exploit in the program that Val can use to manipulate the environment in some way.

Val will also be able to store programs that she has exploited in her suit. She can hack into a different area and once she's reached the Crash Point she can run one of her programs to try to use that exploit to her advantage

Since we want a lot of variety in this part of the game, a lot of the design decisions are open ended. We will be sharing stages with the community and listening to feedback about what kinds of stages they'd like to see more of.

Concept Level Design For a Hacking Stage
Concept Level Design For a Hacking Stage

Here are a few of the tracks that we have so far for the game. Just like the art for the game, some of the tracks might get changed during development. But this should give you an idea for the kind of music we'll have in the game.

This song, Chup-1, is currently what we have in mind as the theme for the Chuppers. It'll be playing in some of their hangouts.

This song, Dark, is what we are probably going to use during part of the intro animation. We'll see Val getting her mission and flying to the Arcology.

We also have a lot of music that doesn't have a designated area yet. We'll be using them for when Val is just walking around the arcology or when she gets into fights. This is one of our favorites, Super.

So far we have a lot of the framework for the game. We have much of the basic programming done, as well as the beginnings of our art, sound and music libraries. We have the story planned out and we know how we want the player to progress through the game. The rest of development will consist of polishing what we have already and building out the rest of the world and characters.

The scope of this project is large but we are confident that we will be able to deliver. We've been thinking about Crash Point for over a year, but until recently regular life got in the way. We planned out a lot of the game over that year but were unable to get the amount of work done that we wanted to. So, we decided to take one month out of our lives and produce enough work to launch a great Kickstarter. Everything we've shown you in this Kickstarter has been done in just over one month. That's all of the programming, character creation and level design from the ground up. Unfortunately we can't keep working at this pace forever because we have bills to pay. If we're successfully funded we won't have to throttle back, we can keep going at the pace we did in this month for over a year.

Which brings us to where the money is going.

Most of the money is going to go to the development team. We've asked for just enough to fully support two of our team members for over a year and provide the rest of the team with enough funds to devote after work hours to the project.

We are lucky to have a team that is capable of making, the art, music and sound for this game. So we don't have to commission any of that from outside sources.

Most of the project so far has been done on free software like Gimp and Unity. Gimp has been great but it has some limitations, we'd like to purchase Photoshop for a few of our team members and to buy more sophisticated sound editing software.

For all of the digital goods, we'll have those distributed to you on the day we release the game. The delivery date for the physical rewards will vary. For the t-shirt, we'll be able to get that to you 1-3 months after the kickstarter ends. The art book will not be shipped until near the end of the project.

$50,000 - Port to Playstation and XBox. With this level of funding we will be able to purchase licenses and devote the time required to port Crash Point to these consoles.

$60,000 - Animated Cut scenes throughout the game. We already plan to have an animated opening and closing scene, but we'd love to be able to have cut scenes for all the major plot points.

$70,000 - A playable prologue chapter detailing the events leading to Val's blacklisting. Val's back story plays a huge role in the story of Crash Point, we think it would be awesome to deliver a short playable version of that back story.

If we make these goals we have a few more things in mind that we'd love to do with the game, but we want to keep those under wraps for now. Once we reach our $40,000 goal, we'll start updating with more stretch goals!

The development team of Crash Point is a group of friends from Chicago who have shared a love for video games since they met during high school. We spent many years after high school working at our day jobs or going to college, but always coming home to video games. To us video games aren’t just a hobby they make up a huge part of how we define ourselves. So when we sat down and assessed our various abilities we realized if we put a lot of hard work into it, it seemed like we would have what it takes to make a video game of our own.

Our lead programmer, Cuauh, wasn’t a programmer at all when we began, but over the past year and a half he has come home from work every night and spent 3-4 hours teaching himself programming. Once he had acquired enough knowledge to start programming the actual game, the rest of the team started their work in earnest. We spend our nights and weekends honing our various skills and learning what we need to learn in order to make this game come to life.

We’re not starting completely from scratch though. All of the people on the team were knowledgeable in certain areas and we’re using everyone’s strengths. Our lead artist VivaGoBoom has been working intermittently as an artist. Our sound man, Will, has been recording sounds and making new sounds with his synthesizer since before this video game was even a thought in our heads. He is also a talented artist himself and graduated from college with a degree in Industrial Design. He’s also been teaching himself some programming, so although he is in charge of sound he is also the jack of all trades in the group. Our music man, Brian, has been making music for fun since as long as we’ve known him. He knows how to play a few instruments and used to do some local touring with his band, he’s also constantly making new tracks on his computer. Shelagh is the last person on our team. When the rest of us are working hard at our specific goals, she is there to fill in the gaps, anything that we need from her she’s able to get done.

We make no claims that any of us are experts at what we’re doing yet, but we are dedicated and full of passion. We want to deliver a game that people will love and we are willing to work hard to accomplish that goal.

The Team:

Cuauhtemoc Rodriguez: Lead Programmer

VivaGoBoom: Lead Artist

Will Church: Sound/Programming/Art

Brian Tasch: Music

Shelagh Rodriguez: Art/Miscellaneous

Risks and challenges

This is our first attempt at making a game so there are risks that go along with us being new. However, I think you can see from the work we've produced that we're dedicated and capable of delivering on our promise. The benefit of this game being in the alpha stages mean we can be very interactive with the community and address their concerns through out development.

The scope of this project is somewhat large, and for first time game makers we understand that we might not be accurate when we estimate a release date. Our hope is to have this game finished by December of 2014 but it's possible that a game of this length and complexity will take longer than expected. We will reign ourselves in however and make sure that we focus on the core elements that people want out of our game and not get caught up in every minute feature we want to add in.

Learn about accountability on Kickstarter

FAQ

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Rewards

  • You selected
    Pledge $1 or more

    11 backers

    Cultist - Every dollar counts, thanks for the pledge!

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    Pledge $15 or more

    38 backers

    Chupper - You get a digital download of the game upon its completion, and a thank you in the credits!

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    Pledge $30 or more

    3 backers

    Beta Kid - You get the previous rewards, and access to the beta!

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  • You selected
    Pledge $50 or more

    8 backers

    B-Tuff - You get the previous rewards and digital downloads of both the soundtrack and official artbook for the game!

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    Pledge $75 or more

    1 backer

    Citizen of Avalon- You get all the previous rewards plus a copy of Crash Point loaded onto a custom flash drive featuring art from the game.

    Estimated delivery:
    Ships anywhere in the world
  • You selected
    Pledge $110 or more

    1 backer

    Mutant - You get all the previous digital goods and a t-shirt featuring art from the game!

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    Ships anywhere in the world
  • You selected
    Pledge $250 or more

    3 backers Limited (47 left of 50)

    NetJacker - You get all the previous rewards and we'll name something (e.g. an NPC, location, story detail) after you!

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    Ships anywhere in the world
  • You selected
    Pledge $500 or more

    1 backer Limited (24 left of 25)

    Mercenary- You get all the previous rewards plus a physical art book and soundtrack with a personalized thank you note from the team!

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    Ships anywhere in the world
  • You selected
    Pledge $1,000 or more

    1 backer Limited (2 left of 3)

    Megacorp- You get all the goodies plus we'll credit you as a producer once the game is released! Also join the world of CRASH POINT as a full fledged, customized NPC. We'll create a character based on your input!

    Estimated delivery:
    Ships anywhere in the world

Funding period

- (30 days)