Update: You can check a new gameplay trailer here on youtube: https://www.youtube.com/watch?v=sUuSaCujpCs
For a higher quality version of the original kickstarter video check out this link: https://youtu.be/6g5-NVMi6o8
Riposte is a fast paced on- and offline 2D single screen arena brawling game focused on speed and precision. Up to four players face off in dynamic arenas with diverse characters, all with their own paths to victory.
There are hardly any online arena brawlers available on PC. AAA developers seem to ignore the genre and most indie teams have focused on local multiplayer only in the past
With Riposte we want to fill in this gap. We've built our own engine and technology with low bandwidth usage and high responsiveness at its core. Online matches feel like they're being played out locally.
Besides the basic free for all mode, we're also adding competetive game types. For example, we'll be including a combination of football and brawling, that we've dubbed Footbrawl.
This kickstarter campaign exists to fund the further production of Riposte. We need funding to expand and bolster our art team so we can raise the production value on the game.
Riposte is quick and intense, centering around asymmetrical lightning fast combat.
No character is the same. The different abilities, weapons and moves give a lot of diversity while in-game pickups and level events create new tactical options and scenarios. Riposte's main features are:
- Online Multiplayer: Ranked or Custom games. Matchmaking via Steam, join games in progress without any waiting time.
- NAPAG: Not another pixelated arena game, 100% high resolution graphics with smooth animations here
- Dynamic Levels: Erupting volcanoes, time warping towns, gravity rifts and more!
- Distinct Characters: Eight characters, each with their own personality, voices, abilities and stats
- Easy to pickup, hard to master: You too can be crushing your opponents in a matter of moments. Newer players do not win that often against trained competition, however
- Super fast: Rounds last between thirty seconds to two minutes, creating intense and exciting matches! Combined with matchmaking you can easily get a few games in during your lunch break.
- Customize your characters: Choose from a range of skins and customize your character as you want
- Great music by Mudguard
The game will feature three modes.
- Deathmatch Free for All fighting
- Coins Greed is good, the first player to reach 15 coins wins the round
- FootBrawl One ball, two goals, two teams. Kind of like football but with swords and explosions
The art for the game will consist entirely of high resolution 2D graphics.
Each character, item and all of the environments are in this style.The game will feature diverse locations ranging from erupting volcanoes to derelict space stations.
We're aiming for a high level of polish. Below is target concept art for the volcano theme:
There will be four level themes in total. Each of them will have its own twists and there will be ten levels per theme. After the initial release of the game we will ship the level editor and add Steam workshop support.
Everyone likes to show off their unique character so we'll be supporting different skins for each character.
An example of what will be possible with one of our characters, Stalya:
We also plan to support custom skins on Steam Workshop.
Riposte is very much about picking a favourite character and learning that character's unique abilities and tactics.
Here are our first four characters:
Riposte has been entirely self funded so far. We've gone part-time on our day jobs but we can't push further without some external funding. So how will we spend your money? We want to invest in our art team by hiring a 2D artist and hire a freelance sound designer as well. This is where you come in!
Here is an overview of how we plan to divide the kickstarter funds:
The art budget includes additional concepting work, but primarily will go towards hiring extra help to further develop and polish the characters, items, level geometry and so on.
Note that this overview is only for the initial goal. The larger stretch goals would see budget allocated to programming and design as well.
Co-founder of Damajo Games. His desire to create games started at the wee age of seven years old. He has since gone through many game projects. His first published game was Critical Wave for the iPhone and BlackBerry OS, and he quickly moved on to work on titles such as Tomb Raider (PS3, Xbox360), Tomb Raider: Definitive Edition (Xbox One, PS4), Thief (PC) and Rise of the Tomb Raider (Xbox360). Working on smaller game projects allows him to focus on all aspects of game development, including art and design.
Also co-founder of Damajo Games, David co-developed Critical Wave with Marcel but then went on to focus on a second bachelor degree in game development and design. He then went into the software industry for a number of years. David works on the game as a producer, designer and performs additional programming.
Joyce is a 2D artist with extensive experience in environment art. Joyce originally started with oil paintings but moved onto digital art. Her biggest title so far has been Age of Wonders III. For Riposte, Joyce has been the main driving force. She has made art for the environments, tilesets, items, characters, effects, many animations, this kickstarter and the website.
Concept art is Sibylles thing and she's brilliant at it. We met during the Global Gamejam 2015 in Berlin where she joined our team to make S.P.A.C.E., a political intrigue space opera game. We were so impressed by her work she was subsequently joined the Damajo team as concept artist.
Freelance animation artist, Jennifer joined up late May after playing the game and loving it. She works on the animations whenever she finds time, between her freelance projects as an animator.
We've tackled all the big technological hurdles, the game has working, tested and optimized online multiplayer. Our physics and animation systems are done and we've got our basic deathmatch mode running like a charm.
But we especially need a lot more artwork, sound effects and polish! With the basic kickstarter goal we will be able to fund a freelance sound designer, an additional artist, pay our current artists and get a small office to work from.
Q: Are you going to release on consoles?
A: We certainly want to. Our main focus is Steam. Once we've released we're going to explore our options on consoles.
Q: Will the game be available on Mac and/or Linux?
A: No, we will aim for the PC market first. Bringing the game Mac and Linux would exceed our budget and time constraints.
Q: Will it be possible to play online with two or three local players?
A: Yes. The game will support mixed online and local multiplayer
Q: How long will development take?
A: We aim to release the game in March 2016.
Q: What are the system requirements for the game?
A: The game will run well on a mid range system with a discrete graphics card.
Q: What game engine are you using?
A: We have built our own engine, specifically to support high performance online multiplayer.
Q: I have reached the end of this FAQ. Where can I learn more?
A: Please have a look at our website www.riposte-game.com and follow us on twitter (damajogames), facebook and join the discussions on our forums at www.damajogames.com or on www.reddit.com/r/riposte.
Q: Are you translating the game to 'x' language?
A: We are translating the game to French, Dutch, German, Spanish, Portugese, Russian, Chinese, Polish, Italian, Bulgarian, Greek, Swedish. If your language isn't in this list, please tell us, especially if you are up for helping us with translating.
Risks and challenges
Getting through Steam Greenlight is pivotal for us to integrate Steam networking support, the longer we have to wait on getting greenlit, the longer our development stalls for this part of the game.Learn about accountability on Kickstarter
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