Lootbox Lyfe is an inventive 2D platformer/idle game hybrid made by a one-man team with a great passion for creation.
Lootbox Lyfe doesn't really have a story, and that's because it very much is a gameplay-driven game. However, the premise is that an evil company executive has scattered lootboxes around a land and the main character's mission is to open them all and reap the rewards and use them to destroy the final golden lootbox. The protagonist and antagonist don't have names yet, but that's because naming them is an exclusive reward that can be obtained by backing the game!
The gameplay is what makes Lootbox Lyfe worthwhile! While on the surface it looks like your traditional 2D platformer, it is both familiar and unique. On one hand, you have your standard platforming goodness, but you also have some idle game elements. If you've never heard of this term, think cookie clicker. Whenever you come across a lootbox in the overworld (similarly to hidden collectibles in other platformers) you will be brought to another screen in which you have to click on the box until you break it. Once you do, you will earn a special reward (or not, depends on the box).
I wouldn't be surprised if a majority of my time spent working on Lootbox Lyfe was just tweaking around some values to make the movement feel as tight and responsive as possible. Because of this, I think that Lootbox Lyfe is simply fun to play. Even if you're a casual platformer fan you can find tons to love here! This is further reinforced by the many available ways of playing.
There are 3 different difficulties, assist, normal, and hardcore.
Assist mode gives you more health and checkpoints are scattered around the world. This mode is perfect for those who want to experience the virtually non-existent story, and for those that just want to blast through the game for a first time to see what it's about.
Normal mode is the recommended way of playing for most people. You have 3 hearts, and there are still a few checkpoints scattered around the world of Lootbox Lyfe. Play this mode if you're quite good at platformers and are playing the game for the first time. Alternatively, you could play normal mode if you've finished assist mode and are looking for more of a challenge. The whole game is very much designed around this way of playing.
If you're planning on playing hardcode mode, please send me an email here: email@example.com so that I can plan your funeral. You can only take one hit and you're dead, so every button you press must be deliberate. Additionally, the scarce checkpoints mean that if you do die (which trust me, will happen often) you will be sent further back than in the other modes, although I hate repeating levels as much as the next person. Because of this, you still won't be restarting a lot. Play this mode if you're a masochist, a professional gamer, or a speedrunner.
Are you dissatisfied with the choices you have here? Well no need to fear, because options mode is here. It isn't completed yet, hence why I don't have any graphics to show you, but options mode allows you to mix and match all of the different features from each of the modes. Do you like the challenge of having the one heart of hardcore mode, but want the high number of checkpoints from assist mode? With this mode, all of this and more is possible! You can truly tailor your Lootbox Lyfe experience to suit you best!
A message to speedrunners:
Are you a speedrunner? If so, then Lootbox Lyfe is an amazing game for you. There is a built in speedrun mode that keeps count of how long your run is taking, and it's as simple as checking a box before you start a new file! Additionally, if you play hardcode mode (or choose this in options mode) there is an advanced movement mechanic called the slam. This is a mix of Super Smash Bros. Melee's wavedash mechanic and Mario's ground pound move. If you slam yourself downwards you don't have any recovery frames.
As you can see, it makes downwards traversal much faster, while still making the player think about when they should use it as they might slam into an obstacle!
Travelling downwards quickly isn't the only thing that slamming allows however. If you jump while holding a direction right after slamming, you will get a quick speed boost in said direction. It looks a bit like the gif below when you chain multiple slam-jumps together.
Lastly, if you slam towards the ground and jump right when you land without pressing a direction, you will bounce back up with massive vertical speed. This means that you can skip quite big sections of the game if you bounce in the correct spots, making it the perfect move for speedrunners!
Do you like what you see but you aren't entirely convinced about whether you like the gameplay or not? Well you can play the demo of the game if you want! The demo is the beginning section of the game, so if you decide that you're hungry for some more Lootbox cracking action when you're finished with it, you can back the game!
To download the demo, click on one of these links:
More stretch goals will be added if we reach them!
Is there going to be a Mac version?
I hope to have a Mac version release along the Windows version but since I don't personally own a Mac I would have to borrow one from someone I know to port the game. Since this isn't a given, I won't make any promises but will do my best to make it possible.
Why doesn't the demo's music loop properly?
The demo music was made specifically for the trailer, but the final game will have a full soundtrack made specifically for it (and will loop correctly).
Where can I report bugs?
You can either contact me on Twitter here, or send me an email here: firstname.lastname@example.org.
Why are you asking for this amount of money, and what will it be used for?
I'm a programmer, not an artist, and because of that many of the assets currently seen in Lootbox Lyfe are either badly drawn by myself, found on creative commons websites, or a mixture of the two (meaning I based my art on a piece under creative commons). However, I still want Lootbox Lyfe to look as good as it feels, and hence I want to get someone more talented than me to make the game justice. I've been talking to Dulcahn and we both agreed that $175 was an apt amount to pay someone for the art of the game. I am asking for a bit more than this just in case I add extra features into the game and need him to draw something else for it.
The art of Lootbox Lyfe is the only thing that this Kickstarter is going towards, as I already have the money to pay for other things (ex: the Steam fee).
Risks and challenges
Video games are expensive to develop given the many things that have to be done and the various necessary skills required. Luckily, I have spent a significant amount of time before the launch of this Kickstarter page in order to have the highest probability of success with Lootbox Lyfe.
With all of this preparation, the help of a talented musician working beside me, and a talented artist helping if the Kickstarter succeeds, I have no doubt that Lootbox Lyfe will be successful.
Even if the funding goal is not met, I will do my best to continue to try to make Lootbox Lyfe the best game it can be.Learn about accountability on Kickstarter
- (32 days)