About this project
Slip is a fast paced level-centric platformer for Windows and Mac. The best way to summarize it would be, "Ikaruga meets Mario, and they hit it off. Really well. I mean, REALLY WELL (They make a baby)". Slip achieves addictive levels of difficulty by combining the simple and intuitive controls of a platformer with the beautiful simplicity of color swapping. The result of the merger is a game that is very easy to understand, yet extremely difficult to master and wholly unique from other games featuring the color swap mechanic.
Slip is broken up into levels and plays out gauntlet style in the likes of classic games like R-Type, Contra, Ikaruga etc. You start from the beginning and push your way through the levels. Check points are spread throughout the levels so that dying doesn't mean starting over from the beginning. As well, there is an unlimited life mode (in which scoring is disabled) for those that just want to try and make it through the game without worrying about the numerous deaths to come.
The last portion of every level features a miniboss sequence. During these sequences, the controls switch from classic platformer to an autorun mode where you use left and right to control your position on screen. These segments garner the feeling of classic space shooters where screen position is key to survival. Below is a picture from one of the mini-boss fights.
After clearing a level the player is greeted with the stats from that level, all the trophies they earned, and stats of all their previous bests from that level.
Trophies are awarded for accomplishments in the completed level. They are a pivotal part of high score runs. Some trophies are awarded for common things like not dying, gaining a speed bonus, number of powercubes collected etc., while others are level specific or secret.
Speed Bonus: Speed is the name of the game in Slip. Since Steve is always right on your heels, you as the player are rewarded by never letting up the throttle. Progressing right at a constant pace will build your speed bar. When it maxes out you'll gain a speed bonus where all points are doubled and every Powercube collected counts double. Slowing down will clear your speed bonus, so, ya know, don't stop.
In short: to finish the game.
At present Slip is fully playable and deployable. But it's at best in a very early Alpha state. The money raised from Kickstarter will be used to fund the creation of the game that Slip should be. This means, 4 more levels (there are 8 completed at time of writing), another Boss enemy (there are currently 2 completed), 2 more mini-boss types, as well as a host of new projectile and environment obstacles. The game is split across 3 uniquely arted zones. The first 2 have been completed, but a whole new art set is required to bring the final Zone, Steve's Realm, to life.
Below is a breakdown of the content planned for Slip if the kickstarter is successful:
Levels: 12, 8 are done presently.
Mini-Bosses: 6 total, 4 are done.
Boss Fights: 3 intense lengthy boss encounters. The first 2 have been created.
3 Unique Environment Sets: The first 2 zones are completed, the last and final zone is Steve's domain. A smooth world for a smooth guy named Steve. *Note: He is physically smooth, he is not however, adept at social interaction. Not even a little.
Level Polish and Balancing: 8 levels have been created, however that doesn't mean they can't be worked on or don't need improvements. Listening to players gripes will help me improve the play of every level. This is true for boss encounters as well.
Music / Sound: Currently my music guy (Logan) is completing tracks pro bono, and another unique track is currently planned for Steve's Zone (The final 4 levels). However, if the first stretch goal is met, the money from that will go to Logan for developing 3 more tracks for Slip.
You play as the devilishly cubie protagonist. You've always been pretty awesome with your ability to swap between 2 colors. You're a pretty sweet deal. Steve on the other hand is gross and smooth, nasty and organic. His color is that of a sickly peach. Why doesn't he just swap colors like you? Because he can't. Because he's Steve. In his early years Steve idolized you. He wanted to be you. After a failed attempt to become your sidekick (you don't have sidekicks since you're not a superhero) Steve began to seclude himself from the world. His envy of you grew and turned to hatred and resentment. He worked tirelessly to orchestrate your ruin. His genius birthed the crudest of colors, Purple. A bastardization of Blue and Red. There is no safety for you from Steve and his purple beam death machine. So with no other options, you run, hoping to find a solution along the way.
When you're BLUE, you collide with BLUE geometry. Likewise, when RED you collide with RED geometry. This is great if you need a place to stand!
Be careful though, some Geometry you don't want to collide with, like spikes. Spikes suck. Switch to the opposite color of spikes to make sure you don't hit them.
To ensure that you are not destroyed by Energy Beams or Energy Projectiles make sure you are the same color as they are!
Dylan Kelly - Programming, Design, "Art"
I worked professionally in the industry as a designer for a few years before I packed up shop and moved to Sweden. Being that I don't speak Swedish (yet), it seemed like a perfect opportunity to attempt my dream of creating a game I could completely call my own.
Logan Gabriel - Music and Sound
Logan is an awesome musician and all around nice guy. Check him out here:
Check out Handsome Games on Facebook:
Show some support on Steam Greenlight! A little thumbs up goes a long way.
Risks and challenges
It's a fairly well known issue that it's hard to exact guess production timelines for game development. This is true from very small scale games to very large scale games. As such, the biggest risk with Slip is not if it gets done, but WHEN it gets done. The biggest risk is whether or not I'll be able to hit the intended launch date of Feb 2014. The current state of Slip was achieved in 9 months. Based off that I feel February is an accurate target date. In the unfortunate event that content takes much longer to make than intended and I have to push the launch date back, I will be more than forth coming with information on the state of the project and intended dates there after.
In terms of development I've actually foregone a number of typical issues that might plague developing a game by using the Unreal Developement Kit. By using a premade (and regularly updated) engine created by people much smarter than myself, I have the luxury of focusing purely on gameplay coding and content creation. As well, I don't have to concern myself as much with the nuances of platform testing.Learn about accountability on Kickstarter
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