Blast your way through an ancient spaceship, lost millennia ago and overrun by parasitic aliens in this thrilling Twin-Stick Shooter.
Blast your way through an ancient spaceship, lost millennia ago and overrun by parasitic aliens in this thrilling Twin-Stick Shooter. Read more
UPDATE #1 - PLAYABLE DEMO
UPDATE #2 - STEAM GREENLIGHT
PC/Mac/Linux + Vita (stretch goal)
Control Charlotte Seeker as she plunders the ship’s long lost technology, outwits its nearly impenetrable cybernetic defenses, and discovers its secrets. Featuring beautiful 16 bit-inspired lo-fi graphics, an action-packed original score, and gameplay influenced by The Binding of Isaac, A Link to the Past, and Resogun, Charlotte Seeker will test your skill, your reflexes, and your tenacity.
We want to take you along for the ride in discovering the secrets of this ship. Along with Charlotte of course!
Charlotte Seeker is built from the best bits of two genres: twin sticker shooters and roguelikes. Our take on the top-down action game uses twitchy, fast paced avoidance of bullets and an extreme amount of depth in the mechanics. For newcomers to these genres, making it through alive provides an immense amount of satisfaction. For those familiar, the focus comes down to increasing your multiplier and getting the highest score you can.
At the moment, what we have is a small version of the game. Part of what we would like to do next is scale it up. What this means is more environments, more powerups, and more enemies for Charlotte to explore, experiment with, and destroy. Right now there's only one environment but we've got plans for at least 5 more.
It's not balanced yet, but you can combine weapon powerups! The plan is to allow you to collect one powerup per area and have them stack. We've got ideas for all kinds of crazy effects that we'll talk more about later.
One of the reasons we are so happy to be working in the space of games is the depth and strength of the highly enthusiastic and devoted community. The BOILeR (Binding of Isaac League Racing) and Twitch are great examples of people gathering to support games they love, and we want to facilitate that as much as possible. We’re integrating Twitch streaming directly into the game so it's easy for everyone to share their experiences with the game with each other.
BEARCOWBOY is Joseph Hogwood and Dan Hernbrott.
Natural Born Coders
Joseph Hogwood - Joseph wears a lot of hats on this project, and that’s really what he loves about it, almost as much as he loves designing unique, impactful experiences and writing the code to bring them to life.
Dan Hernbrott - If only people spoke code instead of English, imagine the insights we could yield from this man's brain? Dan is responsible for making sure that the things that move around on screen move around in a way that looks good. He’s also crazy about it, so it’s kick butt that this project involves a lot of it!
The Kids Who Wouldn’t Leave Art Class
Rowdy Brent Eaton AKA TNERB - He's worked on a lot of different games, mostly Cacto Loco. Brent tries his best to make pretty things with pixels. He likes long walks on the beach and vidya games.
Spencer Riedel - A composer who has devoted his life to video game music, and loves no other art form better. Spencer is especially excited about this project, because the style the game demands is exactly the kind of music he loves writing.
We believe in this game, which is why we’ve been paying for its development out of pocket for the past six months. It has been difficult, but we think what we have so far has been worth it. We are confident that with our current resources, we’ve done as much with the game as we can. That’s why we’re asking you to support us in realizing the project’s potential. With your help, we can finish the game with style.
BEARCOWBOY are not a studio that starts with a grand design and builds it piece by piece. We design as we’re building, remaining open to new possibilities. What started out as a Binding of Isaac clone became what you see today. Working on a game in this manner almost resembles a conversation, in it’s own way, the game “tells” you what it needs as you continually build and rebuild it. It is through this “dialogue” that we arrived at the game you see today.
We're licensed PlayStation developers. We want to bring Charlotte Seeker to the PS Vita and while console development is more accessible than ever, there's still a monetary hurtle. Reaching this stretch goal will allow us to purchase the necessary equipment and licenses.
Risks and challenges
We’ve mitigated a lot of the risk already. We have our core technology working, we know our game is fun, it’s time for us to scale it up, and make it a complete experience. After much consideration, we consider $8000 to be the bare minimum necessary in order to fund this project. This must be considered if we do make our goal.
Any game ever made is subject to unknowns, (yes, even Generica Football 2342). We consider ourselves well equipped to deal with them, and pride ourselves on our ability to thrive in face of uncertainty.
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