This project's funding goal was not reached on June 16, 2011.
About this project
Spies. Secrets. Jetpacks. Diabolical plots. Ludicrous architecture requiring skillful jumping and grappling. Stealthy quiet sneaky-sneaking deep into arch-villain lairs. Sharks with frickin' laser beams on their heads.
Spycraft blends modern touch interaction and physics gameplay with throwback arcade fun wrapped in a clever tongue-in-cheek spy story. We're designing touch game mechanics that appeal to casual mobile gamers as well as to traditional demanding platformer fans.
Take charge of Agent Katt or Agent Shark -- or play both with a friend in multiplayer duet mode -- to stop the diabolical plot of a demented mastermind. Solve increasingly challenging puzzles requiring a combination of action, strategy, and timing, use stealth to sneak past patrolling minions, and collect jetpacks and other spy gadgets to help you avoid enemies and pitfalls while unraveling a story of espionage and deception that carries you from San Francisco to Venice to Bermuda to the rain forests of Belize (all curiously populated by platform-y structures that inspire wild jumping and rope use).
Although we're only two full-timers, we do have the game roughly 80% complete as we launch this Kickstarter campaign, and it is running on iPhone and iPad. From our many previous games and apps, we know that the last 20 percent is the toughest, but there is a glimmer of light at the end of the tunnel. And we're reasonably sure that the glimmer is not an onrushing train.
We've delivered apps and games before, including several to the app store, so why are we looking for funds for this one? There are three main reasons:
This time we'd like to try delivering our first game for Android. But we do not have the proper Unity license (that's the game engine we're using) to allow that, nor do we possess test devices to get the game running and tested in the Android world. To take that step, we're looking for funds.
Level Design + Faster Release
We'd also like to bring in a professional level designer to improve some of our levels and deliver the game sooner than we otherwise would. Platformer fans are extremely knowledgeable and picky about level design -- understandably (we are, too). Such a pro costs money. We can deliver the game without this, but it will take us a bit longer and the release will be delayed.
Multiplayer Server Host
Finally, we're hoping to have a multiplayer server host running to support friends and family members playing partner spies together. Running this kind of server these days is not so expensive compared to the pre-cloud era, which is fortunate for us, but it's still not free, and since we're not charging anyone for multiplayer support, we do need to make sure that we can fund it.
The game will be delivered to the iOS App Store regardless. But with help, it will be launched better and faster (but not cheaper) -- plus those who help will improve and influence the game. And that's a good thing.
Have a question? If the info above doesn't help, you can ask the project creator directly.
- (30 days)