$246
pledged of 1.000 $pledged of 1.000 $ goal
13
backers
21days to go

All or nothing. This project will only be funded if it reaches its goal by Thu, December 6 2018 4:59 AM UTC +00:00.

Patrick ShaughnessyBy Patrick Shaughnessy
First created
Patrick ShaughnessyBy Patrick Shaughnessy
First created
$246
pledged of 1.000 $pledged of 1.000 $ goal
13
backers
21days to go

All or nothing. This project will only be funded if it reaches its goal by Thu, December 6 2018 4:59 AM UTC +00:00.

About

The goal of this project is to create Hyper Pixel Eleven Thousand, a much larger and more polished followup to the game Hyper Pixel Ten Thousand.

Hyper Pixel Ten Thousand (HP10K) is a free game I created over the course of several months earlier this year. It is a Metroidvania-style platformer in which the player character is a single pixel. You begin with just movement and jumping, but over the course of exploring the many rooms of the game world you gain numerous combat and movement abilities. You can play HP10K in a desktop Web browser, or download an offline Windows port of it, at http://okayideas.com/hyperpixeltenthousand.

Hyper Pixel Ten Thousand is not a particularly long game, and one of my main design objectives with Hyper Pixel Eleven Thousand is to provide a substantially larger game world to explore. How much larger I can make it, and what other features I can add, will depend on the time and financial resources I can devote to this project. I am using stretch goals as a way of deciding this.

At the basic level, if the campaign is funded but no stretch goals are met, Hyper Pixel Eleven Thousand will be available for Windows, DRM-free. It will be two to three times the size of HP10K, with no online gameplay component and no level editor. 

Where upgrades in HP10K were so close together that you sometimes only barely figured out how to use one upgrade before discovering a new one, this scale will allow every upgrade to have a part of the game world dedicated to teaching you to master it. 

By choosing Windows as the main target platform instead of designing HP11K as a browser game, I can improve on a few technical compromises I made in HP10K: non-QWERTY keyboards and non-XBox gamepads will be handled better, and the background music will be able to load much more quickly. There will also be various other UI improvements, including better handling of in-game text.

  • $1,500: At this stretch goal level, the game will be four to five times the size of HP10K. There will be several bosses appearing over the course of the game, instead of just a multi-stage end boss like in HP10K.
  • $2,000: At this level, the game will be six to seven times the size of HP10K. There will be more upgrades, and instead of constantly collecting additional upgrades that stack on top of already-acquired ones, there will be multiple playable characters or some other system that divides upgrades into separate equipment loadouts.
  • $2,500: At this level, the game will be eight to ten times the size of HP10K. This is the largest scope of level design I am comfortable committing to, so beyond this level stretch goals will enable other features.
  • $3,000: Hyper Pixel Eleven Thousand will be available DRM-free for Linux, in addition to  Windows. 
  • $3,500: There will be a digital soundtrack album, and backers at all levels will get it as a download.
  • $4,000: Hyper Pixel Eleven Thousand will be available DRM-free for OSX, in addition to Windows and Linux.
  • $4,500: HP11K will also be available for Android, including a DRM-free version. A gamepad may be required for optimal playing experience of the Android version.
  • $5,000: HP11K will also be available for iOS (subject to Apple approval, as with any iOS release). There will be touchscreen controls sufficient to play through the complete game, but a gamepad may be required for optimal playing experience of the iOS version.
  • $5,500: In at least the Windows, Linux, and OSX versions, there will be an additional game mode in which you compete for high scores on an online leaderboard.
  • $6,500: In at least the Windows, Linux, and OSX versions, there will be support for creating your own custom levels.
  • $7,500: HP11K will also be available for Nintendo Switch (subject to Nintendo approval, as with any Switch release).

If you pledge just $1, you aren't buying the complete game, but you will receive backer update posts and I'll occasionally invite you to try out specific alpha-test builds* of the game. If the $3,500 stretch goal is reached, a $1 pledge will also get you a download of the soundtrack album.

A pledge of $5 or more pre-orders the game. When Hyper Pixel Eleven Thousand is finished, it will be made available to you as a digital download for every platform that stretch goals have unlocked. Additionally, you'll be able to download builds* of the game in progress throughout the development process. I plan to update these in-progress builds about twice a month. 

Above the $5 tier, additional rewards are available:

  • extra downloads of the game for your friends (1 extra download at $15, 3 extra downloads at $25 and up)
  • your name in the credits ($15)
  • your name presented more prominently, somewhere in the first half of the game ($25 and up)
  • a signed and numbered limited edition Hyper Pixel Eleven Thousand game manual ($25 and up; additional shipping applies outside the United States)
  • a signed and numbered limited edition 24" by 36" poster of the Hyper Pixel Eleven Thousand game map ($75; additional shipping applies outside the United States)
  • If you would like a one-of-a-kind personalized reward for a pledge of $150 or more, contact me with a suggestion for one.

*Alpha-test and in-progress builds will not necessarily be available for all platforms.

Risks and challenges

Hyper Pixel Ten Thousand is proof that, barring emergencies, I can complete Hyper Pixel Eleven Thousand. This is a one-person project, so there is the risk of a medical or family emergency preventing me from working on the game. I do not foresee any such emergency in particular.

I believe I've scheduled enough time to complete the game by the December 2019 deadline even including all stretch goals, but there may be delays outside my control. The largest risk here is in the iOS and Switch stretch goals, since those depend on Apple and Nintendo respectively approving the project for publication. It is possible that the release of those versions of the game will be delayed, in which case you should still have the desktop version to play with on schedule.

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