Thanks to the amazing support from the gaming community, fans, friends and family, we are currently developing Armed and Gelatinous! You can continue to support us with early access, PayPal or on our website.
Armed and Gelatinous is a fast-paced bullet-hell space-shooter pitting players against one another in epic battles of blob warfare! Smash crates and stick weapons to your gelatinous body to increase your firepower but beware that size matters! With each weapon collected, your blob's girth increases, making it harder to dodge incoming bullets or defend against dash attacks from your opponents! Take on your friends and family in a variety of local and online multiplayer game modes including the PAX South crowd favorite, Blob Soccer!
War Is Over!
World peace has come at last! With no further need for deadly weaponry on planet earth, the governments of the world have gathered up every last weapon, loaded them onto a rocket, and sent them hurling into the far reaches of space!
But as fate would have it, a stray asteroid collides with the rocket, dropping the massive payload of weapons onto an adorable unsuspecting race of space jelly. They're Armed and Gelatinous!
Tapping the dash button will execute a dash maneuver in whatever direction you are aiming. Holding down the dash button will charge your dash and increase your dash distance. The dash has a 1 second cooldown timer.
Charge your dash for more than 1 second and your blob will start to glow. This indicates that your dash is fully charged! A fully charged dash is lethal, meaning it can kill your opponent in one hit! Ka-pow!!
Incoming dash attacks can be defended against simply by dashing back at your opponent. Both players will bounce backwards and both players will need to wait for the cooldown timer before dashing again.
Move your blob into contact with a green weapon crate to break it open and attach the contained weapon to your gelatinous body. Be sure to think about where you come into contact with crates and loose weapons as weapons cannot be aimed or moved once they've been stuck!
Tapping or holding the fire button will fire all your weapons simultaneously. It may seem like holding down the fire button throughout the entire match is a good strategy but some of the more powerful weapons have a rather long cooldown timer. Be sure to make your Bazooka and Scout shots count!
While a fully charged dash will kill your opponent in one hit, a light dash can also be used to your advantage. Depending on how charged your dash is, it will knock 1-3 weapons loose at random from your opponent, sending them drifting through space.
At spawn, each player will begin with 5 HP on their health bar. However, your health bar can be leveled up depending on how many weapons you collect! Every 10 weapons will earn you 5 additional HP to a maximum of 20 HP once you earn the title of Big Boss.
Be A Boss
Gather up as many weapons as you can to reach full size and annihilate your opponents with a barrage of bullets! But try not to leave any empty spaces open for your opponents to dash into!
Racking up consecutive kills will start to trigger VO events along with some neat special effects. You may notice your blob catch fire after 5, 10, or 15 kills in a row. Don't worry, this is completely normal and is a perfect opportunity to rub it in the opposition's face.
Health items are always a good idea, even if you already have full health! Picking up a health item with full health will give you a special Super Dash ability that drastically increases the distance of your dash and dash attack. It also upgrades your blob with a sweet fire trail! But tread lightly, one hit and it's gone.
As with health crates, these red explosive crates must be shot or dashed into in order to break them. Doing so will trigger a massive explosion that deals 5 damage to any opponents caught in the area of effect. They can be turned on and off in match setup.
We are delighted to have had the privilege to work with some incredibly talented musicians in the game industry and are pleased to have compiled a 21-track Original Soundtrack for Armed and Gelatinous. Here are some audio samples from each of the featured artists on the album!
8ighty 6ix - Jelly Full of Lead
AKA Paul O'Rourke, Senior Sound Designer at Double Fine Productions. Paul has worked on a number of awesome games such as Broken Age and Psychonauts 2.
Audiofire Studio - Asteroid Smash
Based out of Chicago and composed of two talented musicians, Philip G Anderson and Gabriel Estes, Audiofire Studios worked mostly on movie soundtracks and trailers until they created three tracks for the album.
Beatscribe - Destructured
AKA Jason Rattree, popular indie game composer influenced by old-school, 8-bit, chip tune melodies. Known for the Starship Rubicon and Robo Hero OSTs.
Chris Huelsbeck - Locked and Loaded
Hailing from the days of the Commodore 64, Chris is a seasoned veteran in the world of video game music. Having worked on such titles as R-Type, Giana Sisters, and a number of Star Wars games, his work has been heard by gamers all over the world!
Intzu - Stellar Surfer
AKA Inti San Thiago, Intzu brings his incredibly unique sound from down under to the Armed and Gelatinous soundtrack. Rob met Inti while living in Australia and since then his tracks have been featured in a number of the Three Flip DevCast videos.
Lifeformed - The Color of Space
AKA Terence Lee, the mastermind behind the awe-inspiring Dustforce OST, Fastfall. Rob met Terence while living in Japan after falling in love with the album, which led to a few of the tracks being added to Influent.
SpectoR - Battle of the Blobs
AKA George Flores, SpectoR has a rich history of creating EDM inspired tracks for his bandcamp page. We are excited to be a part of his debut onto the video game scene.
Zac Zinger - Eukaryotic Blues
Zac is a multi-talented musician and composer who plays a wide variety of instruments professionally. He has written, composed, and produced music for titles such as Street Fighter V and Final Fantasy XV.
User Interface [$600]
A number of updates to the current UI are needed to provide some much needed affordance for players so they can better understand how to select a name for their blob, for example. The in-game HUD need some updates to help with affordance as well such as indicating when a player is defeated in a Stock Match or displaying on-screen text for events like First Blob. Additionally our loading screen has been left on the back-burner in favor of focusing on gameplay development. These things may seem small but as there are a lot of them, it adds up to a considerable amount of work.
Level Design [$1200]
The game currently has four battle arenas as well as one soccer arena, one bombardment arena, and one blitz arena. We'd plan to rework the way the level system is set up so that each background is essentially a different galaxy with four variants. One with debris from all angles, one with debris flying in from one side, one with negative space elements, and one completely empty for all you purists out there. :)
We have some technical art needs that need attention. There are some special effects and particle systems that are missing from the game. For instance, when two players dash into each other, a flash particle should appear to show a deflection took place, kinda like when you block in Street Fighter. We also want to add 2D normal maps to all debris objects as it really changes the way the game looks in terms of the overall lighting. We also want to update some of the weapon colors so they look a bit different depending on which color player is holding them. We also still need to design our Steam Trading Cards as well as the icons for our list of Achievements.
Online Dev [$1200]
The main gameplay systems for Armed and Gelatinous Online are already up and running smoothly for both the main battle mode and Blob Soccer. We still need to adapt the code to work with Blob Bombardment as well as the upcoming Blob Blitz (see below). Furthermore, the online lobby system for selecting blob colors and the desired level hasn't been developed yet, which is a much needed step before we are able to release the online aspect of the game to the public. We are excited to include the online game modes in our Steam Early Access release and hope to do so in the near future!
Once online development has been completed and we release these features on Early Access, we will need to start paying for server costs to support our growing community. We are planning to start small and see how things go and this money should definitely help us get things going!
The bulk of game development is in the code and this is where most of the energy is going to be spent over the next few months. The pieces of the puzzle that still remain are scattered around many of the different systems within the game. To name a few, the load/save data system, achievements triggers, music playlist functions, sports match options such as a soccer ball size setting, and the addition of a whole new game mode called Blob Blitz where players try to hang onto a football for as long as they can while the other players try and steal it from them. Each second held earns a point until the target value is hit or until time runs out. A lot of the work on Blob Blitz is already done but it still needs some TLC before it's ready for Early Access!
Watch our Three Flip DevCast to get exclusive updates and see what the team is up to!
Visit our Steam Forums If you have any feedback or suggestions, we'd love to hear from you!
Find out more about your favorite gelatinous blobs.
Subscribe, Tweet, Follow, and Up vote us!
We've got some pretty sweet rewards lined up for all you backers out there and we are excited to get them sent out to everyone after our campaign! We will need all our backers to supply us with a current address and to please include international shipping costs if you live outside the United States.
The Kickstarter Platform
We have chosen Kickstarter due to the amazing community support for indie game developers like us. Games that we've played and loved such as Shovel Knight and Superhot managed to find success via Kickstarter's crowdfunding platform and we hope to count ourselves amongst them.
The opportunity to connect with you all on a personal level and hear your feedback, ideas, and critiques is something that we value greatly and is only possible here on Kickstarter. We hope that you'll help us reach our goal which will enable us to finish Armed and Gelatinous and make it the best game it can possibly be.
We as a team have endured the last 4 years of development on a limited budget to bring Armed and Gelatinous where it is today. We have done all that we can without your support and now with the game being 90% complete, we are in need of one final push to get us out of the woods.
With enough support, not only can we finish our development plans for Armed and Gelatinous, but we can make the game even better than we ever anticipated! We have taken the time to lay out a number of stretch goals that we would absolutely love to develop and include in the game if given the opportunity to do so. :)
Round Two, Fight!
Some of you may recall our previous Kickstarter campaign from three years ago, almost to the day. We've spent those three years completely rebuilding the game without any crowdfunding or publisher support. Now, with the bulk of development behind us, we've returned to ask you and the gaming community at large to help push us across the finish line onto Xbox One, PlayStation 4, and Steam! (and with enough help, hopefully the Nintendo Switch!)
Thank you to all our backers and a special thanks to everyone who has helped us on this long and difficult journey through development. We truly appreciate your support and we won't let you down!
<3 Three Flip Studios
Risks and challenges
Developing video games is an extremely challenging line of work that takes years of hard work and sweat. Shipping a high quality game on time is challenging even for largest of teams with full financial backing. However, we have already established most of the complicated core systems involved in Armed and Gelatinous including a variety of local multiplayer game modes (two of which already work for online multiplayer), all of our base levels and have a solid and attainable schedule in place to launch Armed and Gelatinous by our proposed delivery date.
We’ve been working in the video game industry for a combined 20+ years. As a team, we have completed numerous contracts to create game content and art under rigorous deadlines. This experience has prepared us for the production planning and execution required to make Armed and Gelatinous happen - and we're making it happen right now!
After seeing what has been accomplished in the last few months, we are confident in our ability to execute this project without major delay. We have a talented and passionate team that's very excited to be working on Armed and Gelatinous and ready to commit all their time and energy to make it as awesome as it can possibly be. We’re 100% invested and dedicated to seeing Armed and Gelatinous through to release and into the hands of you the player.
- (25 days)