Poncho, an open world puzzle-platformer
Poncho, an open world puzzle-platformer
A Platformer like nothing seen before, explore this open-world puzzler in multiple dimensions on a journey to find your Maker.
A Platformer like nothing seen before, explore this open-world puzzler in multiple dimensions on a journey to find your Maker. Read more
- Explore this 2D world by moving in 3D parallax layers. A wall is blocking your path? You can go in front it. There's treasure off in the background, far away In the distance? You can go there at the touch of a button. The world of Poncho has no limits on the Z plane...
- There are no levels in Poncho. You wake up in the centre of the game, and choose to go any way you want. With no hand holding to tell you where to go, it's up to you to choose the right path. The Maker is out there somewhere...
- Interact with every little creature. Every area is filled with randomly generated ecosystems of creatures, all co-existing and reacting to every movement Poncho makes.
- Upgrade your abilities with the Merchant bot and discover whole new areas. Who would have thought robots could swim?
Waking up in a post apocalyptic world of overgrown ruins filled with life, a robot named Poncho begins a journey to find his Maker.
Humanity has been extinct for centuries, leaving their robotic creations behind to fend for themselves. These robots have formed tribes and communities of their own, trying to make a way of life without purpose now their masters are gone.
On your journey, you will have to make some hard choices and ultimately decide the fate of humankind. With multiple areas and paths to explore, you'll never be able to see everything in a single play through. Poncho is about making you feel like a kid again, exploring outside and looking under rocks to see what you find. There's treasure in every nook and cranny in this world, and nothing is quite as it seems... There's always more than one way to accomplish your goals.
We are a team of just 3 guys that have been working on this game for over two years, part-time while we all had day jobs. Now, we're risking it all and going full time on this thing to make the game we always wanted. But in order to see this through, we need funding. That's where you come in. Because you're awesome.
Right now we are aiming to release on Steam for PC, MAC, OUYA and LINUX in Spring 2015, with Stretch goals for PS4 & PSVita. More platforms could soon be announced, as we would all love to see Poncho reach consoles. In the meantime, please support us on Greenlight!
As kids we used to play 2D games on the Sega, Nintendo or Playstation consoles, and we remember how it was always frustrating that you would see mountains and hills in the distant parallax layers but you could never go there...
So we made this game, where you don't just move left and right, but forward and back as well. Moving into the foregrounds and backgrounds brings such a huge amount of literal depth to the gameplay that we haven't seen before, it just adds so many possibilities and it makes us so excited for the things we can do.
We cannot stress enough just how passionate we are about this project. We've been working on this for a long time and I think we've accomplished something that no one else has quite done before in the puzzle platforming genre. Please help our dream become a reality!
Danny Hayes - Coder, Designer
I've been making Games since I was about 17. Because, you know... games are cool. Ever since I was a kid, games have been my life from the moment I played games like Final Fantasy and Golden Axe.
In the early days I spent some time making iPhone games with my good friend Jack Odell, such as Bubble: journey to the end of the world. I'm also a regular in Ludum Dare; my favourite game I made from taking part is Legacy, an art game about parenting. And fish.
Later I landed a Job with Capcom working within their mobile studio "Beeline". There I worked on the Snoopy franchise of games on iOS for some years, the best example of that being Candy Town.
Then in early 2014, I left my dream job at Capcom to pursue a new game. Me and the other guys had been making Poncho part time for the last two years, and now we're ready to do this for real. I hope we get to make it...
If you want to keep up with what's going on in my life as well as Poncho, follow me on twitter! ^-^
From a young age, I’ve always been interested in two things. Video games and music. It wasn’t until I played Final Fantasy 7 that I really noticed music in video games. That series, combined with Nobuo Uematsu’s music, set me on a path that I’d rarely deviate my focus from.
I started writing music when I got my first computer in the early 2000s, using free MIDI editors I’d find on the internet. At the same time I’d play around with game making tools such as RPG Toolkit. While I didn’t have much patience to finish making a game on my own, I had tremendous fun making music.
Fast forward a few years, a chance meeting with old school friend Daniel Hayes sparked a partnership and the start of a couple of iPhone projects (most notably ‘Bubble: Journey to the End of the World’). It was my experience making music for these games that solidified my resolve to pursue a career in video game music.
Poncho is the first project that I’ve been involved with from start to finish as a designer and composer. I’m extremely excited to be a part of it and for what the future holds for Poncho and our little company.
If you’re interested, check out my bandcamp page. :)
Matthew Weekes - Pixel Artist
I first got into pixel art many years ago within the Sonic the Hedgehog hacking scene (over at Sonic Retro). Whilst I never learnt the skills to program for myself I still enjoyed passing my time making pixel art for my perfect Sonic game.
It wasn’t until I made a few likeminded programmer friends that my work first saw the light of day, in the form of various flash games.
Afterwards I set my goals on achieving a childhood dream of working on my own games.
Before meeting and teaming up with the rest of the Poncho crew I have been a part of several projects.
The most recent would probably be Freedom Planet, where I helped improve the level of quality and detail on most of the environmental level art.
I also helped design and produce the art for several iPhone/Android apps, the newest of which is Kuiper.
When not working on Poncho I’ve been putting together pixel art for a new game prototype called Kara.
I have worked on plenty more games in the past and I hope to work on many more in the future. If you’re interested in seeing more of my work then you can stop by and see what I’m up to on Twitter.
Thanks in advance for your pledges. No matter how bigger or how small, each is helping us get a step closer to our dream goal.
For the music lovers, here's a teaser for some songs from the Poncho soundtrack! You can also check out Jack's Bandcamp page!
Approximately 15-20% will go towards Kickstarter's fees, taxes and physical rewards for our backers.
The remaining amount will be split among the 3 of us so we can pay bills, rent, development expenses, etc, for 6 months. We're all going to be living pretty small to make this happen and will be making some sacrifices in our lifestyles, but it'll be worth it in the end. If we go over the amount, then there will be various stretch goals to meet and we can hire additional help to make the game even better.
Support this project!
We cannot emphasise enough how much we want this. Hundreds of sleepless nights, thousands of hours and enough coffee to be shared out between a small village community has been sacrificed to make this happen so far. We need this.
If you help us, we will make you a game worth playing. If you've read down the page this far then you must be at least a little interested, why not drop us a little pledge and see where it takes us!
For those that pledge us or even mention us to friends, we thank you from the bottom of our hearts. Let's make this happen!
GO GO PONCHO! ^-^
Risks and challenges
There are many obstacles when it comes to game development, but it's namely the simple matter of getting the job done and putting in the hours to meet deadlines.
Unless one of us dies or something unthinkable, we are going to persevere. We've all worked on games before and we know how it goes. We really, truly love this game. And we will see it through to the end!Learn about accountability on Kickstarter
- (28 days)