A game about time in space.
A game about time in space.
This project will only be funded if it reaches its goal by Mon, October 14 2019 5:14 PM UTC +00:00.
Hey, look, you can play our game right now. This demo is only about 15% of what we expect the final game to be, and is designed to be more of a gameplay demonstration, showing off several of the features the final game will have to offer.
>>> Click Here to Download the Demo! <<<
Worldline is 2D action platformer for the PC. Its main mechanics feature VHS-style time manipulation and enemies that tear apart the fabric of reality, resulting in retro-style corruptions. Explore a colorful and story-rich sci-fi universe depicted in our stylized cartoon pixel art.
- Worldline gives you six unique time-altering powers, letting you rewind, fast-foward, pause, slow, record, and reset both the world around you and yourself.
- Enemies too can harness these powers and use them against you, making for interesting puzzles and challenging combat.
- Worldline's main enemies, tears, distort reality resulting in real-time retro corruptions, giving each player a different experience.
- Worldline features a whole host of weapons, ranging from standard blasters, to crossbows, to black-hole launching canons.
- Mobility enhancing augmentations let you dash, slide, wall jump, and teleport your way around the game's world.
- An expansive upgrade system for both you, your weapons, and your time powers, will leave each player with something different when they reach the end of the game.
- Explore a variety of planets across an expansive sci-fi universe. Meet plenty of memorable characters along the way.
Referred to as "essence," Worldline features six different ways to manipulate time. There's rewind, fast-forward, pause, slow, record, and reset. Along with obvious combat advantages, these will come in handy for a variety of different puzzles.
Ever wanted your game to look like it's broken? Well, Worldline can deliver that if you hang around our enemies know as tears long enough. Our corruption system is in real-time and provides a unique experience to all players. Extending to audio, visuals, and even gameplay in more extreme cases, corruptions will throw the player into all sorts of hot messes. Our current corruption engine in the demo is in beta, and will be extended in the final release.
The game's story will follow Wynne, a masked soldier in service to the Temporal Guard. This group acts as sentinels to the Essence Crystals, ancient and holy artifacts that harness incomprehensible energies to control the flow of time. Using this power of time manipulation, these same agents combat tears, monstrous entities that wriggle through dimensional rips and corrupt reality.
When the Essence Crystals are stolen, the authorities of the galaxy panic without their crown jewels of power. You will tour a variety of alien planets in search for the thieves. From neon entertainment studios, to foggy boreal frontiers. Discover the truth along the way, and you may change the very fate of the space-time.
Here's some sneak peaks at levels to come:
The creation of Worldline's demo was done primarily on a shoestring budget. A lot of the team put in many hours that went completely unpaid in order to see it completed. While this allowed the demo to come to life, some of the members of the team simply need the money to be able to put the hours in to finish the game in a reasonable time.
The money for the Kickstarter will go mostly towards graphics assets at approximately 85%, with the other 15% going toward audio assets. Additional funds will go to fulfilling stretch goals as they are met. $500 will be taken off the top of the budget in order to pay for fees and licenses, such as a license for Unity, and a fee to get the game on Steam.
Not only do we need the funds to develop a full-length game, but we also plan to improve upon what appears in our demo. We'll add lots of new features, refine existing ones, and try to improve upon the feedback we've gotten.
If you're looking for a presskit, click here!
Our team, Zero Percent Juice, is current made up of eight members. Here they are:
Tezemi (Project Lead) - The guy with the chair at the end of the table. Tezemi is the game's main and only programmer. Alongside this, he has a hand in a few other things, like writing and management.
Spiffy (Project Manager) - Essentially Trevor's lackey, Spiffy manages team members along with being one of the game's writers and the resident loremaster.
Alex Hall (Financial & Business Consultant) - Alex has handled pretty much everything money related, and helped us with a majority of the financial and business related decisions.
Louis "Braivlii" Iannucci (Pixel Artist) - The project's main pixel artist that is responsible for Worldline's unique look. Louis has had a hand in just about every art asset from the UI to character animations.
Christopher "Chrymzon" Mosorjak (Pixel Artist) - Chris helps out here and there with foreground art assets and animations, and he even does it for free (he sold us his soul.)
Eddie Barkman (Graphic Designer) - Eddie does well to make us more professional then we actually are. On top of making our logo and Kickstarter assets, he also had a big hand in making our website look a lot more polished.
Marcus Dewdney (Pixel Artist) - Another bearer of the massive pixel art asset burden. Marcus was brought on after we realized the game was going to take us ten years to make at our current pace.
Nanashima (Composer) - Nanashima makes every sound effect and music track that you hear in Worldline. He strikes a nice balance between instrumental and synth to make a distinct sound for the game. If you'd like to check out the demo's soundtrack, it's right here.
* Not officially a team member, Setz designed the promo art, and will be brought on to do more art assuming we raise enough funds!
Risks and challenges
The biggest challenge we'll be facing is that our team mostly consists of hobbyists and amateurs. While we've managed to make a demo successfully with no huge hurdles, it's hard for us to gauge how long things can take, so dates and deadlines are tentative at best, and flat-out wrong at worst.
For many on the team, this will be the first actual game they've worked on. While we are completely confident in everyone's abilities, putting those abilities to use in the most time-effective manner can be difficult. Although making the demo has been a lengthy process, the experience we have gained working it, and hopefully the experience we will gain by working on the game itself, will help us work more effectively, and be able to better predict dates and deadlines.Learn about accountability on Kickstarter