About this project
Dad Quest is a game about family and the bond between a Dad and its Child. Follow a generation of parents, known as Dads™, as they travel the world on a quest to reach the legendary Dad Island. During this adventure, the Dad will raise its Child into the weapon that it was meant to be.
Play as an ordinary Dad raising its Child. Earn Badges, unlock abilities, and yearn for something more. On your journey, uncover secrets and realize your true potential.
With the energy absorbed from defeated creatures, upgrade your child and acquire new skills. As you travel, find and equip items known as toys and heirlooms to improve your Dadly Arsenal.
Take the Trip You Never Could
Defeat the most powerful Dads in each region on the quest to Dad Island, and collect their badges from whatever may remain. These trinkets are rumored to grant the Dad and its Child passage to Dad Island.
Core Feature Overview
Curious about our genre? Dad Quest is a mix of procedurally varied action platforming and RPG elements. It started as a rogue-like, but is now more of a rogue-lite, randomizing the world each play-through to keep the quest fresh.
The Dad may not look like much, but it sure knows how to pack a delicious lunch! In the world of Dad Quest, Dad is a title taken by many who love their children. Dads come in all shapes and sizes, and anyone can be a Dad, regardless of gender. Fun fact, a female playable Dad is in the works, and is just as Dadly as the current model.
Don't be Dadverage! An old Dad can learn new tricks by defeating other powerful Dads in battle. New movement abilities will not only help in combat, but also open new route possibilities to discover secrets.
The Child is an indestructible force imbued with various abilities that can be improved through proper training and education. Each Child is inexplicably linked to their respective Dad with an unbreakable bond. The Child can be used to overcome nearly any obstacle one encounters... If raised correctly.
Once a Child has gained enough experience in a certain skill, it can be tossed through a building to unlock a new ability. What happens within building walls is a mystery, but as the Child passes from one newly broken window to the next, something awakens deep inside.
All Children are unique and naturally predisposed to certain traits. Throughout their childhood, these traits can be nourished by an attentive Dad to unlock varied and incredible abilities. As the Child is nurtured, it will undergo physical changes which more fully and accurately express the personality hidden within.
In the world of Dad Quest, Children feel no pain and love nothing more than being tossed. Every good Dad knows that an airborne Child is a happy Child.
Toys are child equips that alter the stats and abilities of the child that they are equipped to. They can be bought at toy stores, dropped by creatures, found in chests, or given as quest rewards. At the end of each generation, a child grows up and discards all of its toys as it ascends from childhood into the dreary desperation that is adulthood. Here is a nicely formatted grid of toys.
Heirlooms are Dad equips that can give a Dad altered abilities, improve any and all Dadtributes and/or fundamentally change a huge variety of the game’s mechanics. These items are much more rare than the measly toys that are found lying around and can be purchased for exorbitant amounts of money, dropped by dangerous creatures, and/or found in treacherous and rare locations. Heirlooms are saved from generation to generation on the dusty shelves of the old family living room.
Who's the real monster? Dad Quest takes place in a world filled with a diverse cast of characters, many of which a Dad can defeat with its Child. Some are violent by nature, while others will mind their own business, run away, and maybe hurt people by accident.
If you read all the information above, you can probably tell that Dad Quest is a very scale-able game. Because the world is procedurally varied, a lot of the content shown above can appear in differing amounts depending on your play through.
We want to keep our scope manageable and we already have a complete vision of Dad Quest in terms of mechanics, but we always love creating new things for the player to discover. That being said, here are our finalized stretch goals.
The minimum amount needed. Our team will have barely enough money to scrape by, and we will live in squalor, yearning every day for something more, but Dad Quest will be finished.
The squalor lessens. With more money, our lives will become easier, and as the burden of our fiscal responsibilities becomes lighter, our hands will become light and nimble, ready to draw and program at a moment's notice. Dad Quest will be a noticeably better game overall. We will feel alive enough to add more content than we planned.
At this point, our lives are just great. We didn't expect so much support! Due to our excess funds, development of Dad Quest is speeding along, and we're adding more content than we originally planned - more child classes, toys, heirlooms, enemies, bosses, and NPCs, just because we're having so much fun with it all!
You might be wondering why we took Dad Quest to Kickstarter, the world's largest funding platform for creative projects, a home for film, music, art, theater, games, comics, design, photography, and more. Is it because we're failures and not to be trusted? NO!
We are firm believers in artistic freedom and transparency. Kickstarter is a great way for us to connect directly with players and get feedback during development. The only people we have to answer to are the people who really care about the game, and that's a beautiful thing.
So who is this "we" we keep referring to? We are a small team of 5 people, and all part of Sundae Month, a indie/student developer collective based in Burlington, Vermont.
Eric is a programmer and artist, but also hopes to be a Dad one day. All of the moves in this game are based on things that he can do in real life, especially the double jump. He really likes Avatar the Last Airbender, Yoshi's Island, and Undertale, and sometimes says "make the games you want to see in the world."
Christie is an artist and all around human (?). She can be regularly found lying under tables in momentary despair. Legends say her true hair color is only revealed every 300 years when the moon is partially obscured by cumulonimbus clouds specifically (or if you go through her old pictures on Facebook).
Throughout the years, Ryan has amassed an incredibly vague set of skills that he uses to help his friends develop games. Rounded like a rounded rectangle, he likes to do anything that people ask of him, but his primary skills are game design and binge-watching anime.
Welcome, right this way. Matt Rohr is always here. Oh hey there! Yeah? Huh. Okay. Um... cool! Oh yeah sure lemme just finish this up. Matt Rohr says the word "However" and designs games. He's a wistful lad but he's here for you. He's also a game designer.
"these looms. that raincoat. the park is darker than usual."
Jack is a composer & producer from the UK and has been working remotely with Sundae Month since before it even existed. He is not a Dad and probably won't ever be, but he's totally into Dads, if you know what I mean.
Together, members of Sundae Month have released several small games, and have a few larger ones in the works.
Risks and challenges
We have been working on Dad Quest for awhile now. These last few months have allowed us to become intimately acquainted with one another and with the scope of the project. These are the risks that we have determined to be the most pertinent to any potential backers!
Because Sundae Month is a student game development collective, some backers may be concerned about whether or not we will be capable of delivering a full game experience in a reasonable time frame. Some people may even wonder if we will be capable of completing the game at all! This is a challenge that all developers that identify as students grapple with, but despite being still being in school, we are also professional independent game developers with a catalogue of released games including Petrichor, ShapeDown, Dolphin Squadron, Height, Saboatage, etc.
With that said, Sundae Month LLC is also an incorporated entity. We believe that we are capable of following through with commitments. In addition, we simply believe that we are more than capable of creating this game, not because we do our taxes, but because roughly 95% of the content that you see in this Kickstarter is directly ripped from already implemented gameplay! If you like what you see here, these are not false guarantees of gameplay or content. This is what Dad Quest is in it's current, side-project state. We've proven to ourselves that we can make this game! Hopefully, with this Kickstarter, we have proven it to you.
We also think it might be relevant to bring up that we're not just students, but good students! So, if we find that posting our GPAs will make any backers more comfortable with us gracefully transforming your donations into gameplay, art and music, then so it shall be.
A big issue that we've found is that none of us are Dads and we wonder if this impacts our credibility in the development and creation of Dad Quest. We don't know how to assuage these fears, but we think that child rearing is best left to the professionals. We will be receiving Dad feedback from real Dads throughout development.Learn about accountability on Kickstarter
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