Night City Assault - Metroidvania Brawler RPG set in 1980's
A story-based brawler set in the 80’s combining RPG elements and Metroidvania style level exploration - Choose PS4 or PC in base tier!
Pledging through Paypal:
Funding Goal $50,000 AUD = ~$38,700 USD, $35,500 EUR
All pledge tiers have their approximate USD and EUR equivalent price listed.
Do you miss the good old days of sprite based brawlers? Do you yearn for a new take on the genre with RPG elements, freedom of exploration and updated game mechanics? Then you've come to the right place, as this is exactly what this project is about. It's also why we are pouring blood, sweat and tears (plus own funds!) into this project.
Night City Assault is a story-based brawler set in the 1980’s. It also adds RPG elements and freedom of exploration Metroidvania style. It's basically a brawler/RPG mash-up inspired by 80’s action movies.
You can move in any direction in the confines of each level and explore the map as you please. In the process, you'll gain experience points and level up your character to face-off with a boss at the end of each level. Complete missions for citizens in distress and earn XP and loot!
You’ll play as detective Roy Silver, recently transferred to a city overrun by a syndicate led by a man named Viper. After joining your partner on an assignment, the syndicate intervenes by causing your vehicle to crash and abducting your partner, leaving you stuck in the syndicate controlled part of the city. While you wait for backup to arrive, you have no choice but to fight your way through and try to save your partner.
Story-based campaign mode
Six large levels to explore and brawl in
Missions provided by non-playable characters
18+ unique enemies and at least 6 bosses
Freedom to move around levels and enter open buildings
- RPG-style level-up and experience points system
- On-screen hit point system showing the value of each successful attack (can be turned off)
- On-screen text and VO for dialogue
- Environmental hazards
- Collectible 80’s nostalgia items for extra rewards
- Unlock new moves and abilities
- Weapons system that allows weapons to be picked up, equip or stored
- Unity game engine for easier porting to platforms
Some important staples of classic brawlers are stellar sprite art, catchy music, balanced gameplay and impressive bosses. We believe we can provide on all fronts. On top of that, we're adding RPG elements and a complete story mode as well.
Graphics – Hand drawn and 3D character art turned to pixels with an impressive amount of frames (nearly 500 frames for the main character and 200 frames per enemy!) with extensive color shading. Backgrounds are a mix of hand drawn and digital art to produce some beautiful looking locations and animations. Rendered in 720p native resolution and looks great in 1080p upscaled too!
Soundtrack – The game is packed with synth music inspired by the 80's. A full album of catchy music will be included the game, with at least 14 tracks in the works.
Gameplay – Frame timing, AI, animations and game speed tweaked until the game feels just right.
We hope you agree we've made lots of progress already and that this is not a proof of concept. What you see is a current build being played. The game has been steadily worked on during the course of two years, which is why we have an extensive playable build.
The founder of Xtra Mile games has been funding this project and three employees while still working full time elsewhere. Now we need your help to take it further.
The lack of funding is holding back additional art, gameplay features, game modes and the overall vision for the final game. While an ambitious project, we have been realistic and spent lots of time prototyping and testing essential elements so the game can be released in an acceptable time frame.
With your support, we could make that vision a reality and create a brawler you’ll love to bits. Alpha and Beta builds are also available at a higher tier if you’re interested in getting in extra early.
The stretch goals provide some detail, but here’s a
Art – Hand drawn art is time consuming and subsequently expensive. Each character is made up of many frames, each hand drawn in high detail. Multiply this by all the characters in the game and you can see there’s a lot of time involved.
On top of this we have the backgrounds. Animating parts of the levels to make them really stand out is time consuming and expensive. The demo shows off some of these animations, such as the car exploding, and we’d love to add more, but again this comes at a price.
Software Licensing / Development Kits – Software licences can be quite expensive. There are some tools and licences we need to be able to not only finish the game, but also to port it to other platforms. We’re only going for the essentials. For example, we are an approved PlayStation & Nintendo developer and need funds to purchase development kits. We'll be purchasing PS4 development kits from the funds raised.
Sound – This includes software and production costs for music. A sound designer will be hired to take care of all the sound effects.
Labor – Artists and programmers must be paid for their work. The director has been using his own funds so far. It would be great to have help here to speed up development time and allow all the features to be implemented. Apart from the music production costs, the director will not be paid any wages for this project. All the funds will go towards the game, artists and programmers. For the director, it is a work of love and he has been happy to fund it as much as he can from his own pocket.
Additional costs – Marketing, PR and website costs are also taken into account. This includes the time needed to create the material (such as a video trailer) and everything that comes with it.
Polish – Buggy games or ones that crash often are a frustrating experience. Even art or sound issues can stand out. Ironing out these issues takes hard work and costs money. Your support will help with making the game a great experience.
The budget is skewed towards programming, as this is the most time consuming with all the features involved and also the price of development kits. The low cost in sound production is due to the director (composer, story and misc. graphics) not taking a cut of the funds for labor.
We thank you in advance for your support and appreciate any pledges or word of mouth you can provide.
Here are what the rewards look like at their respective tiers:
Retro Inspired Game Manual
Inspired by 16-bit brawler manuals. This blu-ray booklet sized manual features screenshots showing the moves list, information about the levels, story and much more! High quality full colour PDF or printed manual depending on pledge.
The official soundtrack will include at least 14 tracks of 80's inspired synth and electronica. You can listen to two tracks below. Depending on your pledge, the soundtrack is provided as digital tracks or a high quality physical release in a slimline case.
Would you like to own unique design concepts from the game? You'll receive one digital concept of your choice from our batch. Only you will own these digital concepts.
Create an item
Collectible items in the game. The artist will design an item based on your input. For example, here is a dancing cola can, a popular gadget released in the 80's.
Your name in the game
We'll add your full name to one of the characters as below.
Name and create a weapon
Whether it's a wrench, baseball bat or guitar, we've got it covered. But we need plenty more. The artist will design a weapon based on your input.
Pipe Wrench / Classic Bat / Flying V Guitar
Your face in the game
This is your chance to be a character seen in the game. The artist will put your face on a non-enemy character in the game based on a photo of you. Below is an example of photo inspiration image turned into a sprite-based enemy.
Create an enemy
If you've got an enemy in mind for the game, this is the pledge for you. The artist will design an enemy based on your input. Combine this with your face if you like.
Create a boss
The boss tier allows you to create a boss in the game. The artist will design a boss based on your input. Combine this with your face if you like.
Become a part of the team! You'll join our conversations and provide feedback and support. You'll be credited as an Executive Producer and be invited to the launch party held by the Director.
Robert Jacob – Director / Story / Music @xtramilegames
Robert started Xtra Mile Games to create games he'd like to play. He's been working with multimedia (video, graphic design and music) for over two decades and also provided marketing and support for the PC/PSN title Söldner-X: Himmelsstürmer. Since then, Robert has been looking for the opportunity to create a game for 2D brawler fans.
Brian Crandell - Programmer
From the moment he first became enthralled with the Sega Genesis as a small child, Brian Crandell could not envision any other career than one in video games. Learning opportunities were slim in high school, so he introduced himself to game development through modding in Unreal Tournament 2004. Brian firmly grounded himself in the basics, exposing himself to most major disciplines of development, including modeling, texturing, and animation. A designer at heart, he couldn't resist the power of programming to bring his concepts to life. While he received formal education in computer science in college, Brian is almost entirely self-taught in all aspects of game development. He has been successfully freelancing for two years, combining the technical expertise of a programmer, the intuition of a designer, and the analytical ability of both. He also can't imagine what on earth he would do without the Internet.
Dalibor Garic – Character Artist / Cut Scenes
Dalibor has extensive art and design experience and definitely goes the extra mile to provide great artwork. It’s his job to make sure the characters come to life.
Kris Chua – Background Artist / HUD / Menus
Kris is an artist seasoned by experience. He started his journey through digital art as an artist for a charity organization creating visual masterpieces of various subjects. He continued to fuel his passion as an art director for a pre-production studio for games and was responsible for creating game art assets specializing in backgrounds. Kris is now a freelance illustrator who delivers works ranging from comic art, matte painting and game art assets to a growing clientele. Up to this day Kris continues to explore the boundaries of his abilities constantly seeking to learn more and be a master in his craft.
Full Voice Acting: All dialogue text shown in the game to be voiced by professionals!
Wii U Version: As a registered Nintendo developer, we'll purchase dev kits and licences and spend the time needed to port the game to Wii U.
Mac/Linux Version: We'll have the necessary resources to create both a Linux and Mac edition of the game.
PS Vita Edition: As a registered PlayStation developer, we'll purchase dev kits and licences necessary to port the game to PlayStation Vita.
???: There are a few more stretch goals and one new one will be revealed as each stretch goal is met.
Risks and challenges
Video games are difficult and time consuming to make. Just how much time and money is needed is often underestimated by people starting out and the main reason so many projects fail. There are often problems that show up along the way which need to be solved, and it’s a mistake to think it will be smooth sailing for the entire project.
The good news is we have moved past the concept/prototype phase and are now well into the game’s development. Most problematic issues have already been encountered (and solved) and the foundation of the game is in good shape, with many (almost all) of the game’s mechanics already in place.
We are also aware of how much time the various aspects of the game take to create, and the importance of meeting deadlines. The biggest risk is the release date may be pushed out for the sake of polish or unexpected issues. The game is our livelihood, so we will do what it takes to complete it at the highest quality.
Indie developers also struggle to find good team members. Not just in skill, but in work ethic. I hope you’ll agree the Xtra Mile team works extremely well together and produces great work.
We’re incredibly excited about the project and would love to work together again on the next one!Learn about accountability on Kickstarter
- (30 days)