Explore a vast cavern with only a grappling hook to save you. This hook has a dragon head on the end. You can bite enemies, swing on hooks and destroy obstacles. Level design minimized backtracking while testing you with more massive boss battles!
This is a retro-style video game with 16-bit pixel art and 2D gameplay. It will be for Mac OSX, Windows, Windows 8, Linux Ubuntu, and if we get enough support, Android and iOS.
Remember that feeling of swinging from hooks in Castlevania IV? Remember how upset you were when they took that out of all sequels? This is the game that fixes that. Swinging from hooks has been worked into all the puzzles, combat and boss battles of this game. You will get maximum swing for your dollar! It brings familiar platforming with new angles on puzzles to test your brain.
This game is designed specifically to play with the Retrolink Classic Controller, giving it an authentic feel. It can also work with a Standard Microsoft Gamepad, of course, and WASD or arrow key setups.
I have been working as an indie game developer for more than five years. There is nothing more satisfying than seeing someone smile as they discover a grand secret in your game. I had a great experience working with Saturnine Games to create 'Antipole' the gravity-inverting platformer. It was amazing to see people play it on their Xbox 360 and DSi.
My previous partner has moved on to work on a port of Sports Friends (Thanks Kickstarter!) and that left me to work on my own project. I have made a new 16-bit style platformer. This time the format is Metroidvania and the core mechanic is swinging on hooks!
We have many great Stretch Goals to reach for! With more cash, I can get more plugins for Game Maker Studio and use them to get the game out on more formats! The phone games will be a totally different design, meant to be played on the go with a touch screen. I will not just put a virtual D-pad on the corners of the screen, because you people deserve better!
If we reach the color comic, it will be released Digitally to every one who backed, even if only a dollar. So, that's something fun for everyone. It will be about 10 pages and give a backstory of the cave world of Maya Breaker.
Sprite by Gambler Ichigo http://gamblerichigo.deviantart.com/
The game will have 16 bit pixel art reassessment of the early nineties. The art was designed to pay homage, but also to increase the playability of the game. Bright colors and sharp shapes will finding clues in the dark caverns enjoyable.
The main campaign will likely take 10 hours to beat on your first time through. This is not a 40 hour RPG or shooter. You will not be wandering the same halls for days--instead get treated to more boss battles and combat. After finishing the game, you should be able to speed through it in a couple of hours.
Naturally, there are many secrets to unlock. You will be able to buy challenge rooms that you can test your skills in and try to get the best time.
The following is a link to the latest playable demo. I need as many testers as I can get! The more input, the better the final game will be. Feel free to lean into me.
Even if you can't donate, please play the demo and fill out the survey below. It will help me greatly!
The gameplay has been prototyped over the past year. The only thing left is the massive amount of assets needed to finish the game. I need objects rendered in pixels, backgrounds painted and sounds. I don't have the time to do every pixel myself, and I need to hire artists of greater talent than my own in order to make the best game possible.
With the funds supplied here, I will be able to employ great pixel artists and chip-tune songwriters. This will in turn give them a chance to shine and make a living doing what they love.
The funds here are to hire other artists on a contract basis. The art includes creating pixel art, painting backgrounds and a significant amount of time editing to make sure all the art is consistent. Sound Effects and the soundtrack also need to be paid for.
If there is extra funds, they will go to purchasing add-ons to Game Maker Studio that will let me export to Android and iOS.
This game will feature authentic chiptunes from the 16-bit era. Music will be provided by Mike Thal, one of the composers on Mega Man 42.
Also, check out this track by Alyssa Menes:
Everyone who contributes gets in the credits.
You get a button of Maya Breaker.
A digital copy of the game. For any computer operating system you like. LInex, Max, Windows or Windows 8.
You get a copy of the game on CD with original box art on it. This art will not be distributed to others. Also, a copy of the Soundtrack on CD.
The CD and soundtrack will be in an original box. The box will be themed after the old SNES boxes.
You get the box, but it will also have an instruction booklet in it. This booklet will have art, story and cheat codes that will not be distributed to anyone else.
All that and a t-shirt! T-shirt design not final.
All that and a 3D printed figure of the game main character! You can even specify the color of plastic you want it printed in. The default is clear.
Get an hour long skype/hangout with the creator. If you're in the New York Metro area, I can even stop by your place.
Risks and challenges
Even after the assets have been added to the game, it will still need a full round of QA. The project is built on Game Maker Studio, so exporting to PC and other OS will not be a problem. The entire visual design has been set to make this project feasible.
My last game, Antipole, saw two releases; one on XBLA console and one for Nintendo DSiWare. Also, on PC. I stood by that project, and I will stand by this one until it is safely in the hands of satisfied players.
My previous game was regarded well by bloggers and in Nintendo Power. It was featured in a Royal Indie Bundle.Learn about accountability on Kickstarter
- (31 days)