Game play footage starts at: 0:36.
Note: All art is temporary and a work in progress, all characters and enemies will be reanimated and backgrounds repainted for the final game (see FAQ for details)
My name is Bryan Heemskerk and I've spent the last few years working in the game industry as a concept artist, animator, and game designer.
This idea began with a spark. That spark was the birth of my daughter a year ago. Being a dad has changed a lot...
The day she was born I did a quick sketch of an older version of my daughter with a guardian robot, which developed into the story of a father that built all of his children robotic guardians. This is that sketch...
This idea continued to grow in the back of my mind until Drop was born. Recently I had the opportunity to display the Drop trailer at Fan Expo and on the second day, a little girl stood in front of it with a look of awe on her face. It was the same look I had on my face the first time I played Mega Man and Mega Man X. With this game I was really hoping to create the kind of experience that daughters, sons, kids and adults everywhere could resonate with.
Tay's parents predicted that one day all of the information people
digitized would be gathered and used against them. They feared for the safety of their daughter Tay, so using their expertise they built her a guardian and powered bracers to protect her.
Over time they found that their worst fears were becoming a harsh reality. Slowly, people went missing. Tay's mother was taken when she was only a little girl and the government continued to tighten their grip on the population until all information was passed through a fleet of airships that terrorized and besieged them. Private ownership of aircrafts has been banned and the population is powerless to reach the airships - no rebellion can form.
Nowadays, there are eight colossal shadows being cast over the land; darkening peoples' hopes and suffocating their freedom. Each of the airships hover between the earth and the satellites, spying on peoples' personal information and funneling intelligence. The information is used to further their military control, creating more powerful weapons to manipulate humanity. Tay's father has been missing for a month; she must face powerful adversaries and challenges if she hopes to find him.
Drop is an action-packed tribute to Megaman X and Metroid. You are dropped onto eight beautifully rendered platforming levels. Scour the fringes for secrets, avoid the hazardous climbs and face off against the colossal monstrosities of each ship to earn their upgrades. Run, jump, jump again, dash, blast and smash your way to saving your missing father. Help Tay uncover the terrifying truth behind the flotilla of ships that bar her way.
Each of the eight Airships funnels and manipulates a different type of information and as such, their structures and contents reflect their subjects. In the trailer, you see clips of the Robotics, Botony and Weather airships. We plan on including [Genetics, Munitions, and some that are too good to share yet].
Swap characters to suit the situation, speed through the stage as Tay, or power through as her robot guardian. Find armor upgrades and power-ups to aid your fight.
Face powerful foes and use power-ups to defeat them.
No Stage Death
Falling into a pit will lead to a dramatic escape not an unexplainable demise. Damage lowers your battery not physical health. When you run low on battery L1N will burst you out of the stage to help you avoid your premature expiration.
Dynamic Check Points
Stages begin with a skippable rail shooter descent towards the airship stage you selected. The damage the airship sustains determines how many check points will be available in each stage, as structural weaknesses will be used for re-entry.
Awesome Character Swapping
Determine which character is best for each situation, whether speed or power is your thing you'll find your fix.
All art is work in progress and will be subject to change and improvements before the game is complete.
Tay: A bright 20 year old who is strong willed, daring, and heavily introverted. She has near perfect aim and amazing speed (this character is based on my daughter and what I guess she might look like when she's older).
L1N: Her robot guardian (which my daughter will name when she is old enough as I designed him for her) model L1N. A little bit slower, but very powerful. The thrusters on it's hands and feet are not calibrated for enclosed spaces - if they were used, L1N would blast through the ceiling.
As a father and a husband I will not have the opportunity to make this game without funding. This game will cost me a ton of time. I am expecting the development of the game to take roughly a year, and development costs to break down like this if the funding goal is met.
Stretch goals are extra content that we will have the resources to accomplish if additional funding is generated.
*Boss Rush Stretch Goal
Face up against all of the games bosses with one bar of health, see how far you can get and try to get the best time.
*Fully Animated Story Stretch Goal
The story of the game will be handled exacltly like the first 30 seconds of the trailer, fully painted and animated.
*Wii U / PS4 Stretch Goal
I will jump through every possible hoop to get the game on Wii U and PS4
*Co-op mode Stretch Goal
This will involve a completely differently balanced co-operative version of the game.
*3DS / Vita Stretch Goal
The game will be completely rebuilt to portable hardware at lower resolutions, this will take a lot of development resources.