Super Blast Off! (Canceled)
2D action platformer that pits a small green alien named Ero against the mysterious and evil Mr. Fat Cat and his cat army.
Super Blast Off! (Canceled)
2D action platformer that pits a small green alien named Ero against the mysterious and evil Mr. Fat Cat and his cat army.
"Super Blast Off! is an engaging platformer with a captivating style. Challenging and entertaining from the first jump, this game pays homage to the classics we love and adds a few crazy twists."
In Super Blast Off!, you play as a cute little green alien named Ero. He’s from a planet, not unlike our own, in a galaxy very very far away…
One thing to know about him is that he’s super adventurous and super curious. And that combination has often landed him in trouble.
But the biggest itch Ero has not been able to scratch is his wonder if there is anything or anyone else out there in the stars. It’s the thing most often on his mind, especially when he gazes out at the night sky.
One night he decides to answer that question once and for all. Pretending to be asleep, he sneaks out of his home and boards the family rocketship. Without looking back, he takes off into the stars.
During his joyride, Ero comes across a planet that looks inhabited from afar. Curious, he sets course for it.
But before he can get any closer, his rocket ship is hit with a powerful red laser beam out of nowhere.
He crashes on this inhabited planet unscathed but his family’s rocketship, not so much.
Once again, his curiosity has landed him in a predicament. But this time, in a completely different situation on a planet that he is not familiar with.
Sensing trouble, Ero realizes he will need to fix his rocketship so that he can leave the planet and head back home.
Unfortunately, a wealthy and greedy feline named Mr. Fat Cat stands in the way and behind him, an evil corporation called Meow Enterprise.
And it is up to you to help Ero battle Mr. Fat Cat and his army...
At its core, Super Blast Off! is a 2D action platformer.
We love platformers. And that love goes back to the days of playing Mario on the Super Nintendo Entertainment System.
So it was only natural that when coming up with the idea for our first game, that is the genre we chose.
Platformers are the genre of choice for independent game developers like ourselves.
So we wanted to set it apart by implementing ideas that were inspired by other games or thought of by us.
Every time you play the game, you get different and unique worlds.
The beginning level in Super Blast Off! will always be Feline Forest. And every time you start over and play that level, you will notice that the structure, items, and enemy placement are randomized.
It is mathematically impossible to get the same level/world twice.
This feature is inspired by the concept of randomly procedurally generated levels.
The goal here was to give the game tons of replay value. And we like to believe that we have achieved that, especially in combination with...
100 Different Items
Items can affect everything from Ero’s jump height to projectile type to enemy damage.
And most of these items are not subtle at all.
Combine two or more and you get super interesting gameplay changes.
Imagine being able to shoot projectiles in all different directions at once while the projectile type is a bomb or fire.
You will not have to imagine it because that will be a reality in Super Blast Off!
Fun fact: The original idea for Super Blast Off! was an isometric game inspired by Binding of Isaac.
Keeping in line with the idea of immense replay value, the last feature is what we refer to as “Challenge Mode.”
Separate from Super Blast Off!’s campaign, players will be able to compete against one another to rank at the top of the leaderboards.
What do you get for placing in the top spots?
Digital and real-life prizes… every month!
Prizes will include the latest games, consoles, DLC, digital cosmetics, etc.
In this mode, everyone will play the same level and have access to the same items that we provide weekly or monthly.
It is gonna be a blast (pun intended)!
Ero is the hero in Super Blast Off! He is a small, humanoid-like green alien from a planet in a galaxy that is far away from our own.
Although he has quick wit and reflexes, he can also be naive since he is just a toddler. He means well and possesses a heart bigger than him.
Ero’s knack for adventure often leaves him in trouble and in dire situations.
Mr. Fat Cat
Mr. Fat Cat is the big bad guy in “Super Blast Off!” He is a wealthy, greedy, narcissistic, feline with a thirst for money and power. He relishes at the opportunity to exploit Ero and his rocketship technology for the advancement of his corporation, Meow Enterprise.
Not much is known about Mr. Fat Cat. Even those closest to him consider him somewhat of a mystery.
It is said that he was literally born with a silver spoon in his mouth.
Jagwar is Mr. Fat Cat’s right-hand man and closest confidant. He is a ruthless and hot-tempered cat who stops at nothing to carry out his boss’s wishes. He is excellent at hand-to-hand combat and is an expert black belt in multiple martial arts including jiu-jitsu.
The other members of the Feline Four are jealous of how close he is to Mr. Fat Cat but that emotion is overshadowed by their genuine fear of him.
Rumor has it that Jagwar lacks the necessary facial muscles that would enable him to smile.
The most senior member of the group, Cheetohs has been employed at Meow Enterprise for decades. He is also the oldest, fattest, and laziest of the Feline Four.
He was not always that way as he started at the company at a young age but years of corporate politics, aging, and divorce have jaded him and taken its toll.
Cheetohs lives for the thrill of food. And he can get pretty grumpy when his meals are interrupted.
The rest of the pack wonder how he still remains employed when all he does is eat, looks at cat memes, and naps all day.
Tomcat is the young, pretty boy hotshot of the Feline Four and he also happens to be Mr. Fat Cat’s son.
He only cares about his hair and his looks than he does about Meow Enterprise. He usually gets himself into trouble much to Mr. Fat Cat’s dismay.
Somewhat charming, he has no real aspirations other than to one day, take over Meow Enterprise, become really famous, and win over Katalina’s love.
The other members of the Feline Four feel that he is useless and that his only real skills are using a comb brush really well and spending his father’s money.
The only female cat in the Feline Four, Katalina is stunning but cunning. Ambitious, she clawed and outwitted others to get to where she is.
Although she does not take kindly to the obvious affection for her, she does use it to her advantage.
Secretly, her ultimate goal is to become Mr. Fat Cat’s successor and take over Meow Enterprise.
Meowmis are the working cat’s cat. Loyal and obedient, they are the perfect subordinates for Meow Enterprise as they follow orders without question even to their detriment.
As the original inhabitants of the island, their origin remains a secrecy.
Thorn Spitters are a genetically modified species of plants that have been altered to shoot thorns. They are commonly encountered in Feline Forest.
Super Blast Off! will ship with 5 worlds, each comprised of 3 levels. Each world comes with its own unique enemies, challenges, and boss.
Super Blast Off! will be released first on PC and Mac through Steam and other online stores.
We have intentions to release the game afterwards on consoles. It is still preliminary at this point and contingent on how conversations with Microsoft and Nintendo go.
If all goes well, and we are hopeful that it will, it won’t be long before you can play as Ero on a console right after the initial release.
And if Sony would have us, we would be more than happy to introduce Playstation gamers to Super Blast Off! as well.
Super Blast Off! has technically been in production for a little less than 3 years. Most of the work in the first year entailed pre-production as well as setting up Paragonyx as a business and the paperwork that comes along with that.
After about 6 months to a year, production work ramped up. And work on the game has been consistent ever since.
Admittedly, we do wish that we had more than just the first world complete at this point. That is harder to accomplish because Super Blast Off! is not a full-time project.
Recently, we crunched during the last phase of development to have the demo complete and released to the public.
Finishing the Game
Regardless of the outcome of this Kickstarter, we will finish Super Blast Off!
However, whether we hit the goal or not does determine the pace at which the game will be completed.
There are 4 remaining worlds to develop (on top of the first world), their respective enemies and bosses, the rest of the items, and the cutscenes.
This makes up the game’s campaign.
Challenge mode will have to be implemented as well.
Once complete, Super Blast Off! will go gold and be released.
Afterwards, we will begin right away on porting it to consoles, creating DLC, and maintaining the month-to-month challenge mode.
There is a lot of work that lays in front of us that has to be executed to meet our standards for what we want Super Blast Off! to be.
In 2016, we won an award for Best Visual Art at OrlandoiX, the Southeast’s largest gathering of creators in virtual reality, video games, and digital entertainment.
It was the first time we publicly showed off the game. And it was a tremendous and proud moment for us as a studio to have Super Blast Off! publicly recognized.
We are trying our luck as we have submitted Super Blast Off! to the 2018 Independent Games Festival competition.
Let’s see how that pans out...
“How much money do we need to finish the game within one to two years?”
We came together and crunched some numbers.
This fund will allow us to expand the team and hire an additional programmer and artist. It will also allow us to continue work on music composition and sound effects.
Here is a budget breakdown of the Kickstarter goal:
Based on our current schedule, Super Blast Off! will be released for PC and Mac via Steam, our website, and third-party platforms on October 2018.
Release on consoles will take place sometime afterwards.
Video games can be a truly immersive experience and a huge part of that is due to music and sound.
With Super Blast Off!, we set out to create soundtracks that captured the wonder and awe that is a reflection of Ero’s curiosity.
While keeping it lighthearted and memorable.
As you join Ero on his journey, you will come across a variety of sounds from enemies and surroundings.
Does Ero talk?
No, he does not. But he does make cute sounds.
For many that grow up playing video games, wanting to be a part of the industry and creating them is inevitable.
With us, not only did we want that but we also wanted to bring our own ideas and concepts to life. We wanted to have something to call our own.
That is the foundation on which Paragonyx was built. And it was built 3 years ago when everything came together and we felt that the time was right.
The journey has not been easy but it has been worthwhile. What has kept us moving forward is keeping in mind what we originally set out to do.
Create fun and interactive experiences that can be enjoyed by anyone. That means making video games that can be played by people of all ages.
Some of us are parents ourselves and wanted to create something that our kids can enjoy in the same way we enjoyed Sonic and Mario as kids.
This Kickstarter is a stop on the path that we’re on to bring our first game, Super Blast Off!, into the hands of many.
Join us and follow us. :)
Behind Paragonyx is a group of individuals who have come together with their diverse talents and expertise to create awesome.
Every pixel, line of code, and soundbyte is a result of our intention to create something for you to enjoy.
Co-founder of Paragonyx, Alex is the Chief Marketing Officer aka “the marketing guy.” Before even graduating high school, he knew he wanted to be involved with creating video games. Years later, he has lended his design and marketing skills to various companies in the financial, tech, and ecommerce industries. He has contributed to the story, characters, and design of Super Blast Off!
Fun fact: He is still waiting on Half-Life 3.
Mike D is the other co-founder of Paragonyx and its Chief Technical Officer. As lead developer of Super Blast Off!, he brings plenty of experience from the game and simulation industries, having managed projects big and small. His true north is his love for video games and creating something that others can enjoy.
Fun fact: He has worked on simulation software that is being used to train the men and women of the United States military.
Apart from the co-founders, Rooker is the first member to join the Paragonyx team. He is Super Blast Off!’s art director and animator. He brings over 15 years of experience in the video game industry, having worked on over 100 published titles across PC and consoles. His talent and attention to detail is evident in Super Blast Off!’s art and character design.
Fun fact: He was the Lead Character Artist for Fuzion Frenzy on the original Xbox.
Michael "Skitch" Schichiano
Skitch is Paragonyx’s music composer and implementation extraordinaire. He has worked on a variety of projects over the past decade that include independent films, popular web shows, and award-winning video games. The first few soundtracks he’s composed is only a sneak peek of what he has cooking for Super Blast Off!
Fun fact: He has worked on the critically acclaimed comedy web series, Nostalgia Critic.
Brian is the sound designer badass for Super Blast Off! Specializing in audio production and implementation for all things interactive, he has worked as a game sound lab instructor for Full Sail University and as an audio artist for EA Tiburon. His work on Super Blast Off! represents a culmination of his love for video games, sound, and music.
Fun fact: He is a huge fan of mixed martial arts and is a regular Muay Thai practitioner.
The newest member to join Paragonyx, Colton is the resident QA specialist. He is tasked with breaking Super Blast Off! and finding bugs for the development team to squash. Having worked with various independent game studios, he brings a much needed talent to the team.
Fun fact: He really loves Coke Zero and Captain America in that order.
Aside from small initial investments through friends and family, Super Blast Off! is completely bootstrapped. And development of the game is not on a full-time basis.
This is a game that we work on nights and weekends. So the pace of development is slower than what we would like it to be, especially since we have other jobs and commitments through which we pay bills and support our own families.
Recently, it became apparent to us that the game would take awhile to release if we stayed on the same path.
The feedback to Super Blast Off! has been great but we are confronted reality when we are asked:
“When does it come out?”
And our answer is usually “soon” rather than anything concrete. We were hesitant to commit to a date before this Kickstarter campaign.
The timing to launch one now was right.
People enjoy our game and we would like to get it in their hands sooner rather than later. But that was not going to be the case if we kept this project self-funded and continued development with only one artist and one programmer.
With the support of the Kickstarter community, we will be able to expand the team and dedicate more resources to complete the rest of Super Blast Off! with a target release date of 2018.
Thank you for visiting our Kickstarter page. And if this is your first time coming across Super Blast Off!, thank you for taking the time to learn about our game.
We believe we have something special here.
Not just in the game but in the world, story, and characters that we are creating.
When we began work on Super Blast Off!, our vision only encompassed one game. Today, our vision is much bigger. It includes sequels, spin-off games, comics, dolls, merchandise, etc.
The future and all the possibilities get us super excited.
We are dreamers. And just as importantly, we are doers.
Our dreams begin with Super Blast Off! and with your help, we can make them reality.
Risks and challenges
The biggest risk that we face is the same that many other game developers face:
Delivering the game within budget and on schedule.
The opposite happens when scope creep occurs. It can be a challenge. It is too easy to get carried away and implement “great” ideas that we come up during development or that are given to us through player feedback.
And as great as stretch goals are, they do add to the challenge.
Through experience, we have learned to recognize this and plan for it.
We mitigate these risks through proper project management and a game design document.
Following our plans closely will ensure we deliver on what we have set forth.Learn about accountability on Kickstarter
- (30 days)