Save your land by defeating the Monsters that roam and destroy everything in their path in this 2D side scrolling puzzler adventure.
24 HOURS TO GO! We just have under 24 hours to go on the campaign and we have one more update. We have our first teaser trailer for Monster! Give it a look and spread the word and let's create a strong finish.
UPDATE #3: Thank you for all your support up until this point. With a little less than 3 days let in the campaign the odds aren't looking in our favor. As disappointing as this is we will keep moving forward producing the game. Check out our latest update video which explains it all. Thanks so much!
UPDATE #2: Hey Kickstarters, thanks for all the support so far but we have a long way to go so keeping spreading the word. Check out our little video below as we show how we work out how the game will work in an interesting way.
UPDATE: We are announcing support for PC + Mac platforms! We had a lot of requests for this and we are happy to being to deliver this on these platforms.
Monster! is a 2D puzzle platformer where the player must defeat gigantic beasts that threaten the lives and lands of his people. You journey through the game as either Bruce or Lenny, two best friends who assist each other in their quest for the five fragments of the Amulet of Oogle. This ancient amulet gives the wearer the power to speak to and control the great beasts who have put this world in peril. With the power of teamwork, and a little help from the friends they make on the way, Bruce and Lenny navigate through five treacherous lands in search of the amulet pieces that will help them save their homeland.
Platform and Timing: We are planning on launching the game on iOS, PC , and Mac. Once funding is secure we can solidify project timing but we are optimistically looking at a 7-8 month development window.
WHO ARE WE?
This project is being spearheaded by Chad Robinson of Reve Studios and on the technical side by Joel Stewart and Matt Pacyga of Gray Squid Division. The initial concept for Monster! was created in 2010 for submission to a national indie video game contest. It has always been something special, and while the contest came and went, Chad always found himself coming back to it. He got to know Joel and Matt on a different project; they quickly hit it off and a partnership was born.
Joel is the lead engineer for Gray Squid Division. With more than six years dedicated specifically to the game industry, Joel’s knowledge and expertise is second to none. He has worked on multiple virtual world MMOs for Ubisoft, NHL, Neopets and MTV. Joel was a software engineer at Destineer Studios working on the game Six Days in Fallujah, Iraq.
Matt oversees the business development and management side of GSD, working with partners on concepts and ideas, production, art directing, and application interface with a focus on user experience. Matt has held a number of other roles, both on the creative and managerial side of mobile, game and web development, giving him a breadth of expertise to hold the reigns of any project.
With the partnership of Reve Studios and GSD, we are excited to be creating something we really have a passion for: stunning visuals combined with addictive gameplay. Kickstarter funds will allow us to focus our time, talent and development power on making a truly great game. We thank you for looking through our pitch and hope you’re excited about the game.
OVERVIEW + GAMEPLAY
- The game has a distinct, fun, and eye-catching art style. The main foreground of the level, including the characters, is rendered in a silhouette (similar to games like Limbo, Twisted Shadow Planet, etc.), while the background elements are treated in rich, vivid jewel-tone colors that represent the environment you’re in. The game also uses multiple levels of parallax scrolling to create depth and immersion, along with lighting and particle effects to complete the look of each land.
- The UI in the game is extremely minimal, with almost no onscreen indicators during the actual gameplay, allowing the player to be immersed in the environment.
- Music and sound effect cues are used to convey event and timing in the level. The music and effects are tailored to each level and beast.
- The gameplay is similar to other 2d platformer titles. Players control the character moving left to right through the level. Each character also has a special ability such as flying/hovering or climbing walls. Players can switch control between the two main characters in the game in order to access different areas or acquire an out-of-reach item.
These are just some concepts of the rewards you can get when you become a backer at different levels. As we make our way through the funding process we will post the designs of the various rewards as they are finalized. The important thing to know is: they're pretty cool, and we think you'll like them.
If you have any questions about the prizes or are interested in making some kind of arrangement for a private donation, please feel free to contact us at firstname.lastname@example.org
This is nothing without you! Your support means the world to us and allows us to create something that everyone can play and enjoy. You can help even further by spreading the word to your friends, family, or any you think to be interested in the project via Twitter, Facebook, etc. Thank you, thank you, thank you.
The short answer is Yes! We are announcing support both PC + Mac along with the iOS platform. We received a lot of questions about this and there is a strong number of PC gamers out there. We would love to have the game on as many platforms as possible. All other platforms are TBD and can only be acknowledged only if we surpass our goal giving us the resources to make it possible.
We are formulating a plan for distribution along with Apple. Most likely backers will receive a code from us that will enable them to download their copy to the iOS device of choice. As the campaign and project progresses we will keep backers informed.
For the PC+Mac options we are still working out the details whether it would be digital distribution and where that would be. We well keep you posted closer to the completion date for further details. Also the game will not have any DRM.
Yes and no. The artwork seen in the pitch is conceptional; it was designed from a combination of original and stock resources to convey the richness of the world and beings living there. So the basic look of the game will conform to what you see on the project page, but characters, lands, and other elements will continue to evolve as the game develops.