Get thrown into a randomly generated arena, find and collect weapons and do battle against your friends. The arena can only be seen where lit up by players and weapons. It is quite literally, a tactical light show.
Grab a friend or a few friends, and try it here:
Now go try it again. Procedurally generated maps means every game is different. Did you notice all of the options that haven't been enabled yet? Just think of how many unique experiences can be carved out of those modifiers. Remember Goldeneye? We do.
So far, we have:
- Countless arena maps (we tried, but the math is beyond even Michael)
- Almost 8 million different possible game configurations (and growing)
- 6 different weapons each with normal and epic shots
- 3 upgrades (the path to self-improvement)
- Simple, intuitive controls
- Endless competitive fun
Light Bound started out in January as a jam game. We created it over the weekend at the Toronto Global Game Jam and ended up with something even more fun and satisfying to play than we expected to make. More importantly, we saw potential in the concept and wanted to expand on it.
Since then, the game has undergone a significant visual overhaul, seen the addition of several game mode options, and has computer controlled players to fill in the gaps. But there's a lot more left to do, and all of the shininess costs time and money.
We're working on an arcade-style single player experience as well. In this mode, the player would fight against an endless barrage of bots in an effort to survive as long as possible while reaching for the high score.
We want to make Light Bound the best it can be, which means adding a lot more stuff. But we've got a lot of ground to cover and only a few pairs of feet.
We're looking to the community to help us determine what other features and game modes will be included in release, what features will get added down the road, and what just isn't working. We want to give the people who love the game the most the chance to have their say. Want us to build a story driven campaign? Want us to take the game online? Have an idea for a game mode we haven't thought of? Tell us! Our backers have our ears!
To keep going, first we need to pay for our tools. Funds from this campaign are going to get us the licences we need, cover those pesky business expenses, and help us get as many people playing the game as possible.
Satisfaction, regardless of backer amount, in the form of a cool wallpaper.
$1 - Every Little Bit Helps - Digital Wallpaper!
$5 - Credit Where Credit Is Due - We'll throw your name in the credits!
$10 - The Game - You get the PC game when it's released!
$15 - The Collectors Edition - A copy of the prototype/game as it was at the end of the jam!
$20 - For The Love Of Music - A Digital Download of our soundtrack by Gloom
$30 - When You're This Big... - Pick your own title in the credits screen, such as "James Briggs, Destroyer of Worlds". Keep it classy, though. We reserve the right to veto inappropriate titles.
$40 - A Little More Personal - We'll draw you a personalized digital thank you doodle! If you live in Canada or the US, we'll also mail you the signed doodle!
$60 - In-Game Shout-Out - On the title screen, our main character is going to occasionally pop in holding a sign with the name of one of our Super Backers ($60+) on it, just to say "Hello!" (as well as a variety of other greetings).
$100 - One For The Wall - Signed poster! Live in Ottawa? We'll deliver it to you personally!
$250 - Welcome To The Club! - Up to 10 amazing people will be invited to an exclusive live stream development Q&A. What's that mean? We'll show you how the game was built and answer your questions about the development process. Now's your chance to look into the black box.
$500 - You're Hired! - No more than 5 backers who pony up $500 will get the chance to help us actually make the game. Enemy bots are coming, and these people are going to help us design them.
$1000 - Designers Wanted - And if you are one of the first 3 people to shell out $1000, you get the once in a lifetime opportunity to make your mark in the game. Help us design a character players can use. Bring your creativity to life!
The list of backers will be sorted by amount, so the more you give, the higher up on the credits page you're going to appear.
Already gave us some coin? Fantastic! Couldn't spare a dollar? That's okay, too. Either way, share the demo with people. Vote for us on Steam's Greenlight. The more people are interested, the bigger and better this will become.
We'll also be showing off our game at the Ottawa International Game Conference 2014 on May 26th-27th! Come by and check our game out!
You can also follow us here:
Michael Cameron was among the first few to graduate from the Game Programming program at George Brown College in Toronto, Ontario. With a convenient inability to relax, during this final year he managed to co-found Garden Knight Games, co-create Bat Pack, work part time as a marketing analyst and help his wife raise their new-born daughter, all without missing a class.
James Briggs (@jamezbriggs) graduated from the Video Game Development program at George Brown College in Toronto, Ontario in 2012. Throughout his education he sacrificed his free time to become involved with as many project as he could. This eventually lead to co-found Garden Knight Games with fellow student Michael Cameron. Being a colourblind artist has made it challenging but often creates interesting colour choices that wouldn’t otherwise be considered.
Markus Lemm began his love of computers and programming at age 5 with his first computer the Commodore VIC20. Graduating with a degree in Computer Science from Carleton University in 2003, Markus has kept busy writing games and programs for business and fun. Markus went to High School with Michael Cameron and teamed up with Garden Knight Games when Michael moved back to Ottawa.
Risks and challenges
We've already released a full game: Bat Pack on iOS and Android. We've also delivered on various client projects throughout the years. Basically, we have a good idea what to expect how to avoid feature creep and other nasty things that delay or destroy a project.
We've already done a significant amount of work to create a solid game experience. We've got the local multiplayer part down and we'll be able to deliver access to that part of the game to our backers in July. The part we can't predict is when the final release is going to be ready.
There is still a lot of work to do, and at this stage it's difficult to predict how much time it's going to take. We have a lot of ambition for the final release, and the initial success of the project early on will determine how much of that ambition will be realized and how quickly.
We're not developing in the dark here. We're reaching out to the community so we can get their feedback, but also so everyone knows exactly where we're at. As we start tackling new big features, we'll keep you posted on what we're doing and how it's going.Learn about accountability on Kickstarter
- (30 days)