About this project
Grab the pre-pre-pre-Alpha demo HERE
Opt-in Alpha Access
All backers receiving a copy of Ninja Pizza Girl will be eligible for our opt-in alpha access program starting immediately after the Kickstarter campaign!
All backers receiving a copy of Ninja Pizza Girl can chose between a PC + Mac + Linux + Steam key or Wii U or XBox One. Backers receiving multiple copies can mix and match platforms.
- Update - Ninja Pizza Girl avatars now available
- Update - Ninja Pizza Girl is coming to Linux
- Update - Rhianna Pratchett, Reddit and a new game trailer
- Update - Ninja Pizza Girl's new friend, "Fantastic Jack"
- Update - Ninja Pizza Girl is coming to the XBox One!
Ninja Pizza Girl is a fast-paced platform game about speed and flow, about big jumps and giant drops and yelling out “Woohoo!” It’s a game of freedom and fun for speed runners and platformer newcomers alike. It’s also a game about Gemma,a sixteen-year-old girl trying to keep her dreams alive in face of the most merciless enemies known to any teenage girl – other teenagers.
Ninja Pizza Girl is a level-based platform game that draws inspiration from “Mirror’s Edge” and the Sega 16-bit classic “Sonic the Hedgehog". Its deeply-woven story explores bullying, emotional resilience and the importance of boundaries - themes of real relevance that are mostly ignored by the videogames industry.
But most of all, Ninja Pizza Girl is a game that’s welcoming. We want people who have never tried a platform video game before, maybe never tried any sort of video game before to be able to play it and have fun. This is a game of joy and exhilaration, not a brutal exercise in masochism. This is a game that’s easy to enjoy but tough to master.
New players will find each level offers a forgiving experience of thrilling jumps and exhilarating falls while skilled players can optimise the selection of routes on offer to chase that perfect run.
This inclusive game style is achieved through multi-layered level design. If you miss a jump or fail a platform section, you’ll fall down onto a path that will be slower and lower-scoring but also easier. This creates an experience that seamlessly adjusts to the player’s skill level while rewarding improvement. In addition, this approach produces deep game levels that are fun to replay and explore.
Sometimes the world is bright and full of colour. Sometimes it’s a grey world of shadow. But it’s not the world changing. It’s you.
Instead of tracking the player’s physical health, Ninja Pizza Girl tracks something far more relevant - your ability to deal with the crap life throws at you.
Hurting yourself in the game is annoying, but something that Gemma can deal with. Hurting yourself in front of a bunch of your fellow ninja however, is a serious issue. The rival ninja all stop to laugh at her. Shadows lengthen and colours drain from the world.
On the other hand, when Gemma’s spent some time running fast and landing smooth jumps, she gets in the zone. The world blooms with vivid colour and she runs like wind.
Despite its unusual premise, Ninja Pizza Girl’s story is based on the real-life experiences of our two eldest daughters going through High School. Being a teenager is tough. Being a teenager that’s slightly different to all the other teenagers around you is a nightmare.
Ninja Pizza Girl is a story about a girl running straight into those differences at breakneck speed and coming out the other side bruised, battered but proud and still defiantly herself.
This story is an integral part of the game design, directly inspiring many of the game's unique mechanics.
Our enemies are a great example of this. Even though they’re wearing ninja outfits, they’re teenagers just like the main character. But instead of working for their Dad, they work for a “cool” Megacorporation. When they attack you, they don’t cut you in half or shoot you in the face. They trip you, mock you and throw garbage at you. They film your humiliation and post it on the internet. They’re bullies and when you've been knocked over and a bunch of them are laughing at you – you feel bullied.
We've watched people play our game and seen that this real-world inspiration produces an emotional impact way stronger than buckets of blood and gore.
Disparity Games is a family-based team with over 20 years of AAA industry experience and over a dozen shipped titles, some of which have won coveted industry awards. We've got an extensive background in making fun, friendly games for all audiences across multiple platforms and target age groups.
Our first independent release was Run Fatty Run which reached #1 in Games on the Australian iOS app store and is a much nicer game than the title would suggest.
Ninja Pizza Girl is scheduled for a release date of March 2015 on PC, Mac, iOS and Android. With your support Ninja Pizza Girl will see a Steam release.
Nintendo has officially approved NPG for a WiiU release and we are currently talking to Sony and Microsoft. These platforms are currently being considered as stretch goals depending on the success of this Kickstarter.
At the moment we’re stuck between a rock and a hard place. We don’t have the resources to finish Ninja Pizza Girl to the standard the game deserves and we refuse to release something half-baked. A successful Kickstarter will see Ninja Pizza Girl finished properly, fully realising the vision that we've worked so hard and sacrificed so much for.
Add an additional anti-bullying videogame to your order with Fantastic Jack!
Dash, jump and ride through Jack’s fantastic world! Hit the road as Jack, a typical teen whose reality blends into fantasy while escaping from schoolyard bullies in Fantastic Jack. Play as a girl or play as a boy, with a rotating cast of classmates. Traverse suburbia and the city as they transform into icy environs, lush jungles and more--whatever strikes Jack’s fanciful fantasy. Make your getaway in 2015!
To order an add-on just follow these steps -
1. Click on the “Manage your Pledge” button.
2. Increase your pledge amount by the add-on cost.
3. Verify your reward level + Add-on amount and click “Confirm”.
Risks and challenges
Hello! We’re going to try something a bit different and present our full risk mitigation strategy for Ninja Pizza Girl. Sorry if this reads a little dull, but it’s what we had to do when presenting projects to Microsoft and Warner Brothers and we figure you deserve the same respect.
You’ll notice that they’re broken up into “Risk”, “Mitigation” and “Fall-back”. The risk is the potential problem we've identified. Mitigation is what we’re doing to make sure it doesn't happen and “Fall-back” is what we do in the worst case scenario.
Risk: Family emergency.
We are a family team with four children and only two full-time team members. There is a chance that some family emergency could divert the productive input of one or more of us for a project-impacting length of time.
Mitigation: Fortunately the mitigation is the same as the risk. We have a large extended family that’s great at helping out when unexpected crises pop up.
Fall-back: If something really bad happens that we can’t handle even with family help, we will delay the release of Ninja Pizza Girl rather than release a sub-standard product.
Risk: The game’s not fun.
Mitigation: Focus testing is an on-going and core part of Ninja Pizza Girl production. At regular intervals we sit down with a group of new testers and watch them play the game. We’ve watched young boys and girls, teenagers and even middle-aged people who have never played a video game before play Ninja Pizza Girl and if they’re not having fun, we tune the game until they do.
Fall-back: We will not release this game until it’s ready. If we haven't produced a fun game by the release date, we live off ramen and keep polishing until we have.
Potential Risk: The Xbox One simultaneous release clause.
We are talking to Microsoft about releasing Ninja Pizza Girl on the Xbox One and so far things are looking positive. Although we have experience releasing multi-platform titles on consoles, it’s possible for there to be unexpected hitches that cost production time. Microsoft’s simultaneous release clause means that we’d have to address all Xbox One issues before being able to release on other platforms.
Mitigation: Maintain close ties with Microsoft to ensure we have the latest advice on dealing with TRC issues. Utilise our experience with multi-platform game design to create easily portable code and assets.
Fall-back: If Xbox porting issues start eating up too much production time, we will drop it as a platform rather than compromise all the others.Learn about accountability on Kickstarter
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