In Skate Diner, players will take control of Betty the Waitress and guide her through multiple diners, using her N.O.M.S. cannon to satisfy hundreds of hungry customers, clean up their messes, and vacuum the tips right out of their pockets!
Nuclear Oscillating Meal Server (N.O.M.S.)
The N.O.M.S. is a multipurpose backpack which dynamically generates the meals best suited for its target’s taste buds, and comes with a convenient cannon attachment for quick and accurate meal service. No ketchup on that burger? No problem! It’s removed in-flight, thanks to the backpack’s utilization of dynamic topping protocol. Oh, you wanted that steak medium rare? Easy peasy. Every delicious morsel is cooked to perfection as it’s zipping its way to your mouth.
The N.O.M.S. system is also equipped to handle those annoying messes that are invariably left by your sloppy clientele. With the press of a single button, you can reverse the N.O.M.S. oscillator, and turn the cannon attachment into one of the most powerful vacuums the world has ever known, guaranteed to suck any mess away - or your money back.
Speaking of money, when hungry customers are fed, they’ll leave behind greenbacks as a tip. You can spend your hard-earned dough on cool upgrades such as faster skates, more efficient N.O.M.S. cannons, and more powerful vacuum attachments. With the N.O.M.S., you just vacuum up the cash along with the trash, and the pack will automatically separate the good stuff from the leftovers, leaving your nice, clean, hard-earned bounty in a special compartment for easy access at any time!
Skate diner features a large variety of Diners, ranging from the tried and true burger joint to exotic areas such as Sheldon’s Underwater Lounge, Redd’s Zepplin, and The Solar System Grill. Each diner will bring with it interesting new features - whether they be new mechanics (such as moving tables), or new clientele.
Seablaze Games is a studio founded by people who love games. We want to share our passion for fun and our off-brand form of humor with as many people as we can. Fun, creative games are born from a place that challenges the accepted norms. At Seablaze, we think big and get behind those who have the courage to follow their gaming dreams.
We chose Kickstarter because we believe this community shares our values and our passion for games. With you and the entire Kickstarter community behind us, we’re ready to deliver on some fresh, fun-filled games for all to enjoy! And through Kickstarter’s Pay-It-Forward program, we want to do our part to help others make their dreams come true, too.
Nathan Markey - The Producer - Nathan is the ultimate organizer, the project keeper, the execution specialist, and the keeper of the cake. In short, he makes sure everyone if firing on all cylinders and that the project is on schedule and in scope. Since he has a lot of experience with managing and delivering software projects, he’s here to ensure we fulfill on what we promise! He also bribes with cake.
Cory Demerau - Lead Developer - Cory is the technical guru, a programming marvel, and really, really good at games. Seriously, you always want to be on his team. Cory is in charge of all things code and through wizardry and other tricks, he methodically converts the vision of the game into mesmerizing sequences of 1s and 0s.
William Hill - The Creative Director - While he still doesn’t understand what that means, William ends up doing a dash of everything. He deals with the artists we outsource, builds levels, writes code, touches up art, and whatever else needs to be done at any given time. In his free time he is a superhero, cleaning up the streets of Gotham (but you didn’t hear that here).
And now to the really cool stuff, the Rewards! Check them out on the right!
Risks and challenges
Unfortunately, we do not yet have an in house artist, so the majority of our art has to be outsourced. Acquiring all the assets that are necessary for a game while staying within our budget is a tall order indeed. With your support and backing, we’ll be able to deliver the high quality art and animations you’ve come to expect from top-rated games.
We’re crazy. Yes, we are aiming for a December/January release, which means that we don’t have a lot of time to gather and integrate the remaining assets. We’re also at the mercy of third parties such as Apple for app approval. We are all working furiously and eating lots of cake to make sure that the game is as good as it can possibly be. Key gameplay elements are already in place, so what we have left is a lot of art integration, polishing, and expanding on the core game with some unforgettably fun features. When you decide to back us, you’ll help us deliver a fun, polished game in a tight turnaround!
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