Accessible Early is a 3D platformer/collectathon inspired by the magic of 90s collectathons, the 2017 revival of 3D platformers, and a jaded, cynical view of a modern gaming industry that takes advantage of consumers.
A 3D Platformer Made with Love!
I love unlocking and exploring new worlds in Banjo-Kazooie and Banjo-Tooie. I love jumping through Super Mario games and collecting all sorts of celestial objects. And I love laughing at the wonderful humour in Undertale and A Hat in Time. I am also a terribly sarcastic individual who can’t stand predatory game design. Put all those factors in a jar, fill to the top with love and coffee, shake vigorously, and what you’ll get is Accessible Early (or perhaps the world’s worst smoothie).
The Developers Have Abandoned Us!
When you begin the game, you are greeted by someone lovingly named NPC1. He gives you the short version of the Adventurer’s Exposition Dump, and sends you on a dreadfully generic quest: find the 7 Legendary Gubbins and defeat the diabolical Dr. Doomlord. This hopelessly clichéd adventure doesn’t last long however. The first loading zone you stumble into sends you directly to the final boss, Dr. Doomlord himself!
It’s here where you learn the true nature of things: The Developers have abandoned this world, leaving things in a broken state. Dr. Doomlord explains that you can update the world by finding World Tokens and using them at World Podiums. After that, he gives you an ultimatum: find a World Token and fix the broken loading zone that keeps sending newbie Adventurers directly to his Doomlair, or be turned into a pile of ash!
Once you apply your first World Update, it’s up to you to decide where to go, what to do, and who to help—though you might encounter NPCs who don’t want to see the world updated…
As you explore, you’ll uncover Character Tokens. These will give you new abilities not meant for regular player characters. This includes the ability to add or remove collision from objects in the world, create collision beneath your feet, alter gravity for yourself or objects around you, and many other things!
Multiple Worlds Full of Adventure!
The worlds in Accessible Early will make up one big cohesive, interconnected environment. Each individual world offers a distinct aesthetic and unique challenges! Using abilities you find early on, you can even break out of a world’s boundaries to find hidden areas!
3D platformers have officially returned, and unlike most of them Accessible Early won’t be holding your hand throughout the adventure! If you want to collect everything and update the world to version 1.0, you’ll have to rely on your own curiosity, skill, and intuition!
Three worlds, a prologue section, and a hub area have already been created. The game in its current state amounts to 5+ hours of play-time (an average based on closed play-testing), and makes up about 25-30% of the current plan for the final game. I’ve spent time reaching out to the communities of other 3D platformers like Yooka-Laylee and Banjo-Kazooie, and most of them have voiced a preference for a larger number of focused worlds instead of a smaller number of vast worlds. I feel the same way, and so Accessible Early will feature a diverse set of worlds that are filled with platformer goodness and jokes about the gaming industry!
Do you like goodies? Because I’ve got goodies. And it wouldn’t be a very good Kickstarter campaign if I didn’t give you something great for your hard-earned money! On top of some fun physical rewards, I’m also offering reward tiers that allow you to directly influence Accessible Early’s development. You’ll be able to play the game and interact with things you’ve helped create!
And to top it off, I’ve got quite a long alpha demo ready to go for any backers who select a tier with alpha access!
I expect the physical rewards to ship within a few weeks after the campaign ends, and the other rewards to be delivered as they become available over the course of development. I will also release a ringtone package at the end of the campaign with the music and sounds I currently have, and release a larger ringtone package when the game is finished!
Note that there are reward tier options that exclude the physical rewards from the CA$ 30, CA$ 40, and CA$ 60 reward tiers for those who want to save on shipping! Also note that the dollar amounts listed above are in CAD, with the approximate value in USD just below. All my American and European friends are getting some extreme value here!
In the event that this campaign actually takes off instead of burning to the ground, I plan on improving the game as much as humanly possible. There are a lot of things I’ve had to scale back to make this project financially feasible, but if the stretch goals are met I’ll be able to expand the game in a plethora of wonderful ways! More worlds, more bosses, more music, and voice acting!
All achieved stretch goals that directly contribute to in-game content will be included in the final release of the game. Stretch goals that don’t affect the game’s content will be released to backers upon completion. Note that the dollar amounts are listed in CAD, with USD listed just below.
I’ve already been in contact with some extra talented voice actors, and I've created samples of what a few of the characters may potentially sound like if we reach the voice acting stretch goals! Check them out below!
Who's on the Team?
This is the section where you’d normally read something like “our team consists of a programmer with forty years of AAA development experience, an artist that has been making high quality textures since they were five years old, three musical prodigies, and Shigeru Miyamoto’s secret twin brother who has been studying game design from birth”. If you are skimming this and missed the quotations in that line, please stop reading and assume that this game is being made by a human pyramid of superstar designers.
If you are reading carefully, here’s the real team: …it’s just me. I have a B.Sc. and M.Sc. in physics, and a long history with programming, math, research, and writing. I also like to compose music and I’m obsessed with game design.
A lot of Kickstarter campaigns are an idea with a price tag from industry veterans, but since I’m just one person with an unconventional background, I figured I’d better have something to show before I ask you to help fund this game. That’s why I’ve spent twelve months working on this full-time, without any income, to show that I’m perfectly capable and more than motivated to complete this project.
Kickstarting Accessible Early
The primary reason I have chosen Kickstarter to fund Accessible Early is to build a community. I refuse to take your money only to return with a sub-par game. I want to make something you’ll enjoy. You. The Backers. I want to know what you’d like from your 3D platformers. I want to create something that makes you smile. Video games don’t have much purpose without people to enjoy them, and that’s why I chose Kickstarter. To find those people. Well, that and to avoid developing from a cardboard box, but it’s mostly about the people.
Where the Money Will Go
So far I’ve spent twelve months working full-time to develop the first 25-30% of Accessible Early on a budget of zero dollars. With your contribution, I will be able to keep up this rate of development, finish the game in a reasonable amount of time, and buy oranges to prevent scurvy. The pie charts below show a simplified cost breakdown and a more detailed breakdown based on who I need to pay and how long it takes to get things done.
Since you are essentially investing in me, I think it’s important that I be open regarding financial matters. If you have any questions about where these figures come from, how your money will be used, or anything of the sort, please feel free to contact me.
Accessible Early will be available on Windows and distributed through Steam. Once the Windows version is complete, I plan on working toward a Mac release and pushing for a release on the Nintendo Switch (please note that I cannot accurately estimate the likelihood of a console release this early in development). With your support, I estimate the release on Windows to arrive by the end of 2020. Without a successful Kickstarter campaign, initial release will occur by the end of 2197 (assuming my personal quest for the Philosopher’s Stone pans out).
Help Spread the Word!
Do you know any people, animals, or robots that might enjoy this game? Then you should bother them on social media and tell them about Accessible Early!
Thank You for Reading!
Thank you for taking the time to read all that. If you have any comments, questions, or know a really funny joke, please don’t hesitate to contact me!
Risks and challenges
There are a few risks involved with this project.
Firstly, I’m coming from an unconventional background. I’m not an industry veteran and I’m not going to pretend that I am. This is a big part of why I’ve spent a year learning and applying all the skills I need, creating a lengthy prototype/demo, and ensuring I can make a quality game. Fortunately, we have the individuals behind games like Stardew Valley and Undertale to prove that heart and soul can trump industry experience, and I’m ready to put my heart and soul into creating something great.
Secondly, I am only one person. If a meteorite falls from the sky and ends me, it may have an impact on Accessible Early’s release date. If that doesn’t happen, my perfectionism might get in the way of a timely release. I have plans to counteract this, however. I’m not modelling and animating fingers, I’ve chosen an art style that is a little less than hyper-realistic, and I’m using my background in physics to alter the flow of time.Learn about accountability on Kickstarter
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