This project will only be funded if it reaches its goal by .
A classical Arcade bullet hell that emphasizes tight controls and movement with explosive pixel action!
A classical Arcade bullet hell that emphasizes tight controls and movement with explosive pixel action! Read more
This project will only be funded if it reaches its goal by .
Core Rescue is a 2D top down Shoot Em Up with a lot of influence from SNES/Arcade Shoot Em Ups (or shmups as the cool kids call them) and bullet hell games, placed in a supercomputer torn apart by viruses and corrupted code.
10K: DOUBLE TROUBLE
We reached double our asking amount, so we'll double the amount of content in the game. Double the playable ships, double the enemies, double the campaigns! Once the game is released we will work on a second campaign for it. All backers would get this DLC without any charge
20k: 2 PLAYER PVP
In case you're tired of having to work with your sibling, now you can play against them, compete to see who's the last anti-virus standing in a pvp and pve environment where you not only have to fight the other player, but viruses and maybe even bosses.
50k: ANIMATED INTRO/OUTRO
If we reach this amount we will try to reach out to animation companies to see if we can get an animated intro and outro created for the game.
What would be included in the game?
- 5 worlds with 3 challenging levels each that you'll need to get through all at once to beat the whole game
- Three different styles of weapons facilitating new ways of playing
- Fast, Fluid, and Rewarding movement
- Special Abilities that can give your Anti-Virus the edge in combat
- Two Player action (in case you want to really hate your sibling when they steal your powerup that you really really really needed...)
- Sets of Challenge levels for those who really want to rip their hair out
- Sets of Developer Levels. Each developer who worked on the game will create a single level that includes a unique mechanic, enemy type, or other interesting idea.
- 4 different difficulties: Easy (for those who want story without challenge), medium (for those who want to win with style), Hard (for those who love a good challenge), and Insane (For those who think no-hit dark souls runs are a walk in the park)
- A multitude of Anti-Viruses to play as, each with their own special abilities and weapon styles
- A stunning musical soundtrack produced by Waterflame and several of our in house musicians including Eldenoras and SkyMagg.
- Hand crafted pixel art and animations reminiscent of the good old arcade systems
- Online leaderboards for ultimate bragging rights
What about console gamers?
We want Core Rescue to be on consoles just as much as everybody else, and we'll try our hardest to get the game on XBox, Play Station, and the Switch no matter how much we earn in the kickstarter. Unity does support XBox 1, PS4, and the Switch and we hope to be able to get the game on those consoles.
This game's creation revolves around its fast paced combat and movement. Without the unique combat of the game, this bullet hell would be lifeless and limp. This is why the feeling of the game has been stressed immensely to provide only the best action. Every sequence of the game has been fine tuned to raise the hairs on the back of your neck and make your hands shake in excitement!
The game's main ideal is using a fluid and intuitive dodge ability to dash through enemies, dealing damage as you go. This dodge is the key to your survival as enemies can dish out a ton of damage to you if you're not careful and moving constantly. We wanted to create a bouncy game where you felt like a crazed maniac, pinballing around the arena, blowing up every virus you see.
Standard Hardened Output Objects of Trajectory (or SHOOT for short) is your standard weapons equipped with every Core Rescue Anti Virus. These are the bread and butter of any ship eager to take down a virus.
Your Dash is also deadly, as overcharging your energy to utilize it creates a harmful trail behind you that can delete enemies in seconds. Since you're also untouchable while using this, it can be quite useful to take down enemy targets.
Special Abilities: Every Core Rescue Anti Virus also comes with its own set of abilities, interchangeable between worlds. These range from ordnance to cause screen-destroying explosions, to disruptors that overloads enemy weapons to be unable to shoot, deployable shields to block enemies bullets, stealth fields, icicles of doom, bombing runs and many more. Each charges power through enemy's deaths, and upon full charge can release an empowered version of itself to destroy your foes!!!
In the year 4751, the world is run entirely by a single machine, a powerful AI that is only called "The Core". The Core is in charge of running the world, but even her code has its faults and not all agree with her reign.
A rebellion sneaks a Trojan Virus into her and causes her systems to go down from the sheer number of Viruses it brings with it. She retreats deep into her code and begins programming antiviruses to save herself.
This is the mess that you've been dropped into, as an antivirus of the core you have thousands of enemies to fight to reach the core, and a multitude of systems to overcome in the process.
Acquiring upgrades along the way, you may stand a chance, but that's still to be seen.
Core Rescue's SNES inspired pixel art is designed to do two things: to be clean and readable for the player to understand exactly what is going on, and to be unique and tell its own story. We hand crafted every single sprite in order to create a world of computers, populated now by only viruses and corrupted code.
From our original concepts, to the Anti-Virus sprites and animations that we put hundreds of hours into, our hope is that the art can tell the story of the world and create unique and memorable environments that remain true to the Arcade graphics we tried so hard to emulate.
Core Rescue's original inspiration for being created was from a single song: SuperWing Heroes by Waterflame. This was the first song included in the game, and the entire game was built around the feelings that the song induced in the head developer. Every stage is built around a song, to fully emphasize the action that is happening and provide musical accompaniment to the player's actions as they charge through hordes of viruses.
The music is primarily bouncy, with a lot of techy elements in it in order to emphasize the world and this style of game. Since movement is such a key factor, Waterflame's music is incredibly useful for the emphasis put upon it with his fun songs.
He has experience making games for a multitude of companies, with games such as Rocket Wars, Infinite Minigolf, Geometry Dash, Castlestorm, Castle Crashers, and many more. So we're very happy to be able to use his music, and a large amount of the kickstarter funds will be going to that.
But for the boss music, we take a completely different approach. Bosses aren't designed to be happy, bouncy, or fun. They're a test, a way that the players can prove their worth in the game, and a gateway to the next set of levels, and thus their music is deep and filled to the brim with bass to reinforce the boss itself.
16 x 20 poster
If you thought that you needed some arcade-y stuff on your walls, this poster is perfect for you! (note that the art may be different, just to fit the poster better)
Physical Art Book
A physical book that we will ship straight to your door step containing used and unused art, concept art, level ideas, fan art, and background on the story of the world. The size may be subject to change depending on the content and funding we receive.
Ever wanted to be in an arcade game? Well we'll take your likeness, corrupt it, and smash it into the background of World 4: The Corrupted Zone.
Design an Enemy
We'll talk to you about an enemy that you get to create! We can work on the design, mechanics, and where it would be included in the world! If you want to model it after anything (that isn't... over pg-13) we can help you with that!
We will put your logo, name, or whatever you want on the Front Page of our game. It's put in front of our own logo as well.
We will custom build an arcade cabinet for you with a custom version of Core Rescue specifically for Arcade controls and styles. The arcade cabinet will be custom made by us and will be signed and shipped with a letter of our thanks.
This game is our retro look at an old genre (one of the oldest genres ever made since technically you could regard the origin point of the top down shooter with Space War). For around a year we've worked around the clock, with no money put into this project, merely funded by a fiery desire to turn this game into a reality. Most of our development team are in university right now, working part time jobs and balancing school work, paying jobs, and development on Core Rescue.
This is why we need Kickstarter. We have no budget at all, and we need all of your help. Our passion can't pay artists, musicians, and programmers the money they need to work on this full time, but with the foundation that we have so far, any money can be used effectively to get the game to its full potential.
Most of the money will be going to music (good songs don't come cheap), and getting our artists the equipment they need to keep working (two of our main artists currently use laptops that run most indie/retro games at sub-15 fps). With those funds we would also be able to pay for better sound effects development.
When it comes to experience, each of our team has done a lot of small scale work individually, but most of our works that we've done as a group have been projects to learn from and discard. Our projects to date include around 5 small scale projects, with one full flash game. As of right now, none of them were released as we never really conceived releasing them as being on our agenda, they were always steps of learning for us. Core Rescue is our first larger scale game.
Davis Lahm: Design/Programming
"Gimme a monster drink and lemme at 'em, normies!"
Morgan Tilton: Art/Design/Concept Art
"When I was young, my ambition was to be one of the people who made a difference in this world. My hope is to leave the world a little better for having been there." -Jim Henson
Ian Tilton: Art/Design/Concept Art
Vincent Butler: Art/Concept Art
Chris Page: Website/Programming/Concept Art
"A bartender is just a pharmacist with a limited inventory."
And a multitude of other people who have provided small services to our team such as small bits of art here or there, or a bit of sound effects
Credit to a lot of the songs in Core Rescue goes to Waterflame, who we would be remiss not to thank for the inspiration and the usage of the songs thus far!
Risks and challenges
Where do we start. While a lot of small teams will say 'there are none' or they say that there's only a few minor risks... we won't sugarcoat it. This is video game development, and nothing is ever set in stone... the only thing in development that you know will stay the same is the fact that everything will change. There may be delays, there may be bugs that got past our play tests, there may be problems leading up to the game that force last minute patches right after the game is released.
The difference between those who sugarcoat it, and us at Hot Zombies, is that we are determined to make this game with or without kickstarter. We've got a large head start in this as most of the game is done without Kickstarter, but we need your help to get past those last few steps to make Core Rescue the game we always envisioned!
This means that no matter what happens, this game is getting out there, with or without help. We are more than determined to make this game a real thing, and the only difference kickstarter will make is the amount of time we can afford to put into this game and the amount of content we can put into it as well.
And that's a promise!Learn about accountability on Kickstarter
- All gone!