About this project
Final 48 Hours Live Stream Oct 16 and 17th
Tune in at www.twitch.tv/quardratron.
With one week left to go we have almost reached our goal of $4000 thus we have gone and put together some stretch goals in hopes that we can keep the momentum going. Aside from simply just making the game the best it can be we thought we would like to add some fun stretch goals.
- If we can raise $6000 we will add some unlock-able characters which the player can play the game with. We are going to tie this into some new rewards levels where if you upgrade your current reward you will get your likeness added to the game as a playable character.
- If we can raise $8000 we will create a hidden level where you can get a chance to fight against some of the monster designs that didn't make the cut for the game but that we thought were really fun and cool looking none the less.
New Reward Upgrades - We've gone and added some new reward levels. If you upgrade your reward you will have your likeness (as we design it) added to the game as a playable character. These rewards will get added regardless of whether or not we make the $6000 stretch goal.
- Developer: QuadraTron is Zenas Bellace (Design/Implementation), Travis Carter (Art), Shawn Pierre (Music), Nicole Kline (Story)
- Genre: 2D > Action > Fixed Shooter
- Platforms: PC, Mac, and Linux (when supported by Unity3D)
Check out a playable prototype demo here (updated regularly).
You can also catch us streaming our development work at http://www.twitch.tv/quadratron on Tuesdays, Wednesdays, and Thursdays from 3pm to 8pm (EST).
Hello, and welcome to the Kickstarter campaign for a video game called Monsters. My name is Zenas Bellace, and I’m a programmer and game designer from the Philadelphia metropolitan area. Having studied computer science at NJIT, I wasn't quite sure what to do with my education until I started working on my own games a few years ago. Now, I have no doubts that developing the games that I love to play is the "golden path" for my future. I am a regular participant in the many "game jams", both on site local variety as well as some of those online, often working with other like-minded developers as QuadraTron Games.
Monsters is my latest video game. It’s inspired by the arcade classic RoboTron 2084, and tells the tale of a wizard beset upon by his own monstrous creations. The gameplay is very similar to that of the original RoboTron, but with a twist: every shot you take drains your life. You must continuously collect the hearts of slain monsters in order to stay alive.
The core game mechanics have been developed and implemented over the last few month but I am currently estimating that the game needs a few more months’ worth of development. I’m currently working with a pixel artist Travis Carter on crafting the visual aesthetic for the game. The soundtrack, being created in the chip tunes style, is being composed by Philadelphia game developer Shawn Pierre, and the storyline is being written by Nicole Kline and myself. Currently, Monsters is a labor of love, but I would like to finish polishing it, bring it to the public, as well as be able to pay everyone involved in its creation. That’s where this Kickstarter campaign comes in.
My goal is to raise $4,000 in order to pay for the art, music, and continued development over time. This will give us enough time to finish creating the game, polish it, and publish it. Our rewards (listed to the right) include your name in the credits, a copy of the game, a copy of the soundtrack, early access to the game, and various keepsakes.
I will be updating this Kickstarter regularly with my progress on the game, as well as adding in more videos as more levels become available. If this Kickstarter is successful, it will truly be the start of my life as a video game designer. I have plenty of other ideas where this one came from, and I hope to be able to share them all with you.
Monsters is a 2D action shooter inspired by the classic arcade game Robotron 2084. Wielding "twin stick" controls, the player aims to defeat waves of enemy monsters bent on his destruction. The player must use caution, however, as every shot drains the player's life/energy. The only way to stay alive is to continuously collect the hearts of the slain monsters. In addition, hearts of different colors provide a variety of "power-up" like abilities that the player can use to their advantage.
The player uses two sets of controls, one to move, the other to fire. Each wave is a single screen populated with a number of enemy monsters of varying types. Coming into contact with an enemy or an enemy projectile will decrease the player's life/energy. Defeating each wave of monsters will allow the player to progress to a more difficult wave. There will be forty waves, divided into four themed sections such as bone, bile, phlegm, and blood.
He weaved his incantation around himself, then spoke more arcane words towards the doorway, and the concrete slab covering the doorway moved, grinding slowly. He turned and scooped up the creature, not noticing it was no longer in the same position it had been in when he first turned his back on it.
Down and around he went, through rooms full of his failures – some stillborn, some corpses, still others barely alive, mindless and angry. There were hisses as he went by, snarls, choking sounds. He used to pity them, but now they were simply reminders of how long he’d been failing, how much time had passed since he had started down this lonely road.
He came to the final room, the room furthest from his lab, and started to pull jar down from the shelf. As he did, the once lifeless creature in his hands turned its head and looked toward him. In the dark eyes, malice shone forth, and it reached out for him. Its hand closed around his arm, more of a claw than anything. It began to drain his life, drawing out his energy, depleting him of his essence.
Appalled, he threw the creature from him, panting. Distracted as he was, he hadn’t noticed that part of his sigils had been wiped away from his hem. He turned to the wall behind him, reaching for a weapon, any weapon. All he found was the staff he had acquired many years before, the Staff of Demnar, which would sap his life energy with each attack he made. He steeled himself, gathering his life force, and shot it at the foul creature he had thought a failure just an hour before.
He took a deep, shuddering breath, looking around him. His barrier was down, which meant that he was going to have to fight his way through the monsters to get back to his lab. And all he had was this damnable staff.
Cursing, the wizard gathered his robes around him, stood straight, and strode from the room. He’d be damned if these creatures were going to get the best of him.
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