GODUS is a delightful reinvention of the god game from 22cans and Peter Molyneux, who created the genre. Mac, PC, Mobile iOS & Android Read more
This project was successfully funded on December 21, 2012.
Formally supporting a new platform, plus a new tier and god power
Only ten days to go before the end of our Kickstarter, if you haven't backed us yet, please let us know in the comments what we can do to convince you and we will try to accomodate your ideas. Please read on before you say "platform".
The team at 22cans are terribly excited to make the following announcement; we are now officially supporting Mac! So that means GODUS will be developed for Windows, Mac, iOS and Android. In todays video update, Peter and Jack look at the scrum wall for the GODUS prototype and catch up with the programmers and artists' work. Please enjoy it, and we hope to have an updated pitch video with game footage and more before the end of the week.
We're also adding one new tier between the PARTNER and ELEMENTAL tier; £199 VALKYRIE - You get the three special digital GODUS editions that a PARTNER gets, with an exclusive Godus Wishing Well, inspired by the Temple in Dungeon Keeper, for your Homeworld. Sacrificing the right items will gain you bonuses! Plus you also get a GODUS design/art book signed by anyone or everyone at 22cans. And you get everything else a PARTNER gets. (Please note that any tier above VALKYRIE will also get the Wishing Well).
If you like god powers then look at this image! It shows the good side of what you can do as a god. Being a deity is not just about destruction and annihilation.
Q: Can you tell us what you do at 22cans?
A: I am a game designer alongside Peter, and I am the Audio Designer here too!
Q: What work are you most looking forward to doing on GODUS?
A: I can't wait to start experimenting with our prototype to see what gems we discover along the way. Each night it strikes me that the next day we'll be one step closer to getting our hands on some tactile god powers. I also look forward to injecting a soundscape into the world: one that changes to the tone that you dictate across your land.
Q: What are you working on today?
A: Today once I shoot another design video with Peter, I shall be discussing with the coders what early features we can try out in the prototype. I'll also be building on some interesting concepts for the full game!
Q: What’s the best thing about working at 22cans?
A: It feels like home. I work with a small team in very close proximity and that intimacy means that everything feels shared and personal. When you're on a team of hundreds of people it's hard to keep everyone invested in the smallest of details. At 22cans, when someone pulls up a nice animation on their screen, or something gets implemented into the game, everyone can crowd round and put in their thoughts. Everyone really puts themselves and their all into the project. No one is asked to work late or do what they don't agree with, instead everything comes from the heart. It's difficult to consider the hard work as a job, but more of a burning passion.
Q: What are your favourite games?
A: Hmm… Not my official list but… Freedom Fighters, Metal Gear Solid, Shadow of the Colossus, Need for Speed Hot Pursuit (2010), Doom (ps1), Bioshock, WarioWare Smooth Moves, No More Heroes, Micro Machines (the 8 player megadrive one), Far Cry 3, Minecraft, Die Hard Trilogy, Populous, Manhunt, Pikmin, Uncharted 2, Theme Hospital, Grand Theft Auto IV, Toe Jam & Earl in Panic on Funkotron, Red Dead Redemption, Little Big Planet 2, Enslaved, Duke Nukem 3D, Pac-Man, Hotline Miami, The Sims, Chivalry, Bad Company 2, War of the Monsters, Timesplitters 2, Super Monkey Ball, Worms, Tony Hawks 3, Dark Souls, Counter Strike… So much violence...
Q: What is the best feature you have ever seen in a game?
A: I loved the charisma feature in Freedom Fighters, where the more you fought for the resistance the more respect you got, and then more people would follow you blindly into battle to the point that your 2 man following becomes a 12 man army. That really felt that I had grown as a leader over time as was also seen in the change of my appearance. I loved being on the ground floor with them and still giving orders amongst the gunfire. But then I particularly liked what followed, where you have x amount of health packs and you had to weigh up whether to heal yourself, or heal the men you've led to their deaths. You'll need them to get through the fight, but if you don't look after yourself it's game over. I'll always remember hiding behind a bin cowering and looking out at my followers bleeding out in the street and wondering whether to risk my life to go out and save them.
Q: What do you have for lunch?
A: Carrots and hummus. And a chocolate coin.
That's it for today's update, quite a bit of news there, please feel free to send your favourite gaming site a 'news tip'.