You can download a small sample of Damsel right here. This special Kickstarter build contains the first few missions of the game in arcade mode to give you a taste of the action. It’s not final, and there will be bugs, but we’re confident it represents what the full Damsel experience will entail.
Damsel is a fast-paced, arcade platformer for PC and consoles set in a beautifully realised cartoon world. Armed with her UV Shotgun, Agent Damsel must ensure that the vampire world is kept in line after reports they are trying to bring back a classic ingredient, human blood, harvested from unsuspecting victims all around the globe.
While you can play slowly (most of the time), Damsel is best experienced fast, keeping those combos alive and getting the big points with speed, accuracy, quick thinking, and acrobatic prowess. The leaderboards will be competitive, but the satisfaction of reaching the top will be worth it.
Damsel is nearing the end of completion and we need your help getting it out the door. We’re looking
Damsel is comprised of 75 missions set across 15 stunning environments. Each mission is designed by hand to challenge in a number of ways; testing your speed, accuracy and memory while rescuing hostages, diffusing bombs, destroying selected environmental targets and taking out the enemy in stylish ways that all contribute to getting that enviable high score.
Each mission requires you to complete a single objective, like eliminating all enemies or diffusing all bombs.
Missions also contain bonus objectives, like rescuing all the hostages and destroying all the coffins. There are usually multiple bonus objectives per mission and completing them all results in bigger scores.
Missions are quick, with many lasting a minute or two, making Damsel a great game to fill in those last few minutes at lunch or during a commercial break. Getting those high scores however requires multiple play throughs to learn the best approach. Damsel is easy to play, but difficult to master.
While the (un)dead may move quite slowly, Damsel races through her environment at great speed (The fastest hero this side of Sonic). Collecting those skulls and getting kill streaks and combos requires a nimble foot, and Damsel has two of them.
There are many enemies in the game, with different abilities designed to challenge you in multiple ways.
The most numerous enemy is the Mort, the not-too-bright but often deadly employee of the organisation. They’ll beat you with battons, fire at you with machine guns and rockets, and, using state of the art technology, disable your weapon entirely, forcing you to get up close and personal in order to take them out.
While he may look feeble, the ancient Elder has a collection of deadly bones that he won’t hesitate to throw at you.
The Charger is the massive “Mort on ‘roids”, he doesn’t have a gun, but he can run very fast and won’t stop until he knocks you off your feet.
The Executive is as deadly as she is efficient. Levitating above the ground, she sends devastating balls of plasma in your direction as soon as you’re spotted. You’ll need to be quick on your feet to take her out.
Without warning, the Black Widow will drop on you from the ceiling if you pass underneath her. Take her out before she does, or shoot her web to drop her onto an unsuspecting enemy below.
Nearly all enemies come in two flavours, regular and decaying. Decaying enemies are introduced later in the game and are more challenging to defeat. Their weapons are more powerful, they will take more damage before being destroyed, and in some cases, their health will regenerate if you don’t take them out quickly enough.
The enemies of Damsel do not care about each other, and have no issue attacking, even if one of their colleagues is in the way. Use this to your advantage, by getting enemies to hit each other, making your job much easier. Be careful however, they can also take out your objectives. Getting a hostage between you and an enemy could lead to disaster.
In addition to the primary and bonus objectives, each mission contains a number of collectibles called Speed Skulls. Speed skulls offer players an additional challenge. Collecting the speed skulls before the skull timer runs out will get you massive points. Weave collecting into the primary objective for the biggest gains in score.
At its heart, Damsel is an arcade game, which means it’s all about getting that high score! You’ll get some points even if you’re cautious, but it’s the speedier, riskier gameplay that will get you to the top of the leaderboard. The game rewards actions like kill streaks, prolonged aerial combat, tricking enemies into taking each other out or tricking them into taking out your objectives, deflecting rockets and bones, executing perfect hacks and rescues and much more.
At launch, Damsel will feature two game modes: campaign and arcade.
In campaign, play each mission at your leisure, experiment with different tactics to find the optimal way to get that high score and top the missions’ leaderboard. Less competitive players can casually move through the game, and decide how many of the bonus objectives they want to engage with; there is no game over and failing simply restarts the current mission, no progress lost. While the campaign takes players through each mission in a pre-determined order, every mission is unlocked from the start so players can pick and play their favourites.
In arcade mode, jump into the game and see how far you can get. A pre-game menu will allow you to determine how many lives to start with, how you earn more lives, as well as other modifications, like removing the HUD for an extra challenge. Running out of lives in arcade mode means game over, and no progress is saved. Defeating the game in arcade mode is not for the feint of heart, and represents the ultimate Damsel challenge.
Damsel is set in a dark cartoon universe where vampires and humans live in a fairly unstable co-existence. The vampires in the game all work for the multinational company which manufactures the drink Red Mist, the number one selling vampire drink on the planet. Red Mist is a blood analogue that satiates the vampire thirst without a need for human donors.
Prompted by a tip-off that the makers of Red Mist may have a “secret menu” containing drinks with real human blood destined for the highest bidders, Damsel, an agent for the Department of Sanguinarian Affairs (DSA) is called in to investigate, and if required, put a stop to any illegal activity.
Spoiler alert: It’s required.
Aided by her handler and friend, Swan, Damsel uncovers a lot more than just the packaging of some human blood. By the end of her adventure she will have caused plenty of distress for the makers of Red Mist and the vampire elite that demands it’s manufacture.
This campaign is to help us raise funds for the final push of the game and its marketing campaign. The bulk of the contributions will be spent in the following three areas: Sound design, localisation, and marketing.
We believe that a professional sound design that is comparable in quality to the games stunning visuals is required and will be appreciated by our audience.
Localisation and marketing funds will help Damsel reach as many people as possible on its release. We intend to localise the game in the following languages: English, French, Italian, German, Spanish, Chinese, Japanese.
Any extra funds raised in this campaign will go towards releaseing Damsel on more platforms.
We expect Damsel to release early in 2018 on PC, Mac, and Linux; with console versions to come quickly after.
This year Meg hit 10 years in the industry, officially making her old. Megan began her Games Career in Quality Assurance at Pandemic Australia, and moved through the studio system in Brisbane until 2010 with the close of THQ OZ. Megans' skills are in Production, Quality Assurance and design, as well as running the business side of Screwtape Studuios. Megan also continues to freelance as a QA Tester on Indie titles such as Hand of Fate 1 and 2 from Defiant Development.
Anthony Wood has been in the games industry for 7 years, spending most of his time as the Lead Programmer and Creative Director at Screwtape Studios, where he has worked on 5 mobile titles as well as contributing to the hit games Ski Safari: Adventure Time and Hand of Fate for Defiant Development. As Co-Founder, Anthony spends a lot of time wearing many hats; contributing to marketing, financials, administration, tech support, and many other areas vital to the survival of the studio.
Gareth is a veteran of the Australian games industry, with almost 10 years of experience doing everything from quality assurance, to design, to project management. He got his start in the industry working on a sadly cancelled open-world superhero PS3/360 game with Meg, before moving on to develop numerous releases of the Train Simulator series for PC and the Dead on Arrival series on mobile, amongst other things. He's now busy being a corporate sell-out, but still finds time to compete in the occasional game jam. He's not an artist (though he thinks he is;)
Nick has been animating in a traditional hand drawn style for 7 years, using Flash to create animations for games and short films. He has worked in multiple roles at multiple companies from Art/Animation Lead to character and combat design. Nick loves 2d animation! He started teaching himself as a hobby first year of high school. He also love games. Especially Japanese action games or stuff by Nintendo.
David has been working in the games industry for the past 7 years. He has worked on several mobile games and recently started working on PC titles. Working for smaller studios, Dave has had to work in most aspects of the creative side to game development. He's produced concept art and 2D in game assets, as well as promotional material and UI art. He also have animation experience, mostly with puppet style tools such as After Effects and Unity's 'puppet 2d' plugin. https://www.instagram.com/davecollinsonart/
David is a Comic book artist, Concept Artist, illustrator who has been working in the drafting industry for multiple years. His skills have been bought over to video games beautifully.
Over the last 13 years Dan has been a professional music producer, sound engineer and composer, currently spending most of his time producing music for computer games, film and recording artists.
Dan applies a very contemporary approach to his composition and production and incorporates digital and analogue technology and workflows to achieve interesting and unique music and sound design. He is passionate about creating immersive audio that enhances the connection and impact of the visual experience.
Announcing our collaboration with Samplify to work with our amazing sound track to create the sound design for Damsel.
s:amplify is a multiple award-winning music production house formed by Davide Carbone and Josh Abrahams who have collectively been producing and composing music since the late 1980s.
S:amplify has recently enter the game arena with the recent release of fantastic Robot Circus' Tactical, Puzzle, RPG, Ticket to Earth.
Risks and challenges
As the bulk of the games development is complete, we do not anticipate there to be any major delays in the release of Damsel. We have released several games in the past, including preparing a game for console release and are confident that there will be few, if any, problems to overcome.Learn about accountability on Kickstarter
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