This project's funding goal was not reached on July 18, 2014.
This project's funding goal was not reached on July 18, 2014.
Inspired by the dueling fun of Worms and the addictive physics of Angry Birds, you will find yourself determined to build the greatest house and take down your enemies.
Initially the game will be released with 251 levels, that’s 50 states, with 5 levels each plus a boss level. In addition there are 24 characters each with different ammo and bonuses, plus secrets that can be unlocked.
The player will be able to try different combinations of characters with their varying ammos on every level, ensuring the game remains exciting. Each street will evolve differently depending on the player actions and choices which will stave off monotony. Replay potential is strong, as players will seek to better their scores and try different character combinations on specific levels.
Rack up Dominance Points by destroying evil artifacts and spend them on upgrades for your house and characters, or maybe some specials. Earn Karma Points for good deeds and form alliances with some neighbors to increase your chance at victory.
Players will have to manage their actions; you don’t want too many enemies at once! Forming alliances will be critical on harder levels!
You will have to manage your resources, build, upgrade, attack, which to choose! You will have a limited time to make those decisions!
Do you have what it takes to save the world from the Apocalypse?
The game was designed with all platforms in mind. Apocalypse Neighbors will be released on mobile devices first, namely iOS and Android. If the Kickstarter campaign goes well we will strive to release the game on other platforms as quickly as possible. (Windows – Mac – Steam – Ouya – PSN – XBLA)
We are also very interested in consoles, handhelds (PSVita, 3DS) and will make decisions about those versions based upon success of this campaign, interest and opportunity.
The story is simple: Demons have hidden evil artifacts that are corrupting houses; destroy these artifacts and pacify corrupt neighbors and save the world.
Choose a character and start building up your house, add blocks, defenses and weapons to the house to make it more powerful.
Add more characters to your house to benefit from a more varied arsenal.
We present a fresh take on physics based shooters and the dueling genre and wish to elevate mobile online competition.
In the campaign you will choose from 24 characters each with a different architecture, weapon, ammo and bonus. Each level will enable the player to try different combinations of characters and ammos.
Each level will give the player the opportunity to explore different character combinations, and find their preferred strategies.
Every character in Apocalypse Neighbors is different; players must choose their teams carefully if they are going to conquer the solo campaign and defeat the demons. Different combinations of characters will be more or less effective depending on the enemy house structures.
Choosing the right characters to add to your team will be important, as some combinations will excel at certain types of destruction. Then again players may develop preferences for certain types of character combinations and stick to mastering those.
The player’s main enemies, the ones that ultimately must be destroyed, are the mischievous demons and their leader the Devil Man. But on the daily grind the player has to destroy evil artifacts hidden in corrupt neighbors’ houses.
The enemies are characters wearing demon costumes (Corrupt Neighbors, minions of the Devil Man), their ammo is fireballs and their special is summon a demon that attacks player houses.
Enemy houses have demonic artifacts hidden inside that have a slight red glow. Once all demonic artifacts are destroyed, the player can pacify the neighbor by giving him gifts, enough gifts will turn enemies into neutral neighbors.
Corrupted neighbors aren’t your only adversary; you will also be attacked by insane demons. And neutral neighbors may turn on you should you provoke them... Wind will become a hated enemy.
Your choices will affect your neighbors' choices, make too many mistakes and find your house turned into rubble. Whether you are aggressive, defensive or like building, this will affect your enemies and neutral neighbors’ decisions during their turns.
Your own skill will be important, can you use the wind to your advantage, or will your missed shots trigger chain reactions of apocalyptic proportions, too many mistakes are bad for your Karma... Meter…
ACME Delivery Vehicles traverse the screen occasionally, they fly and drive by and they can be shot down for bonus points, achievements, and special ammos or specials.
To shoot them the player presses on them, to change the targeting mode. After that he selects a character and shoots at them the normal way, except ammo will go to the sky or the road rather than the houses. The wreck of falling vehicles can damage houses.
The large campaign map contains the 50 states of ‘Murica', the rest of the world map is locked until updates are released. Each state contains 5 levels to clear; the levels start off easy and become increasingly hard. Their design reflects their region and may include major attractions, famous monuments or buildings as part of the design.
The player must destroy the artifacts and rid the world of demonic presence one street at a time. Each street you pacify gives way to a more difficult street to clear. Only skill and careful management of resources will rid the world of dark forces.
You must balance attacks, specials, friendly actions, building and defending if you are to defeat the corruption that engulfs the world.
As the player earns Dominance Points by destroying stuff, he will have more options to add blocks to his house, and defenses on the outside; the player must balance the house expansion or it will be easy to destroy.
The player selects items onscreen to generate pop-up selection menus. The player then selects actions to carry out. Each player will have an allocation of actions he can carry out during his turn and limited time to do it in.
To beat a street the player will have to locate and destroy the evil artifacts. Once this is done the neighbor can be made peaceful with gift offerings. A level is over when all the houses are peaceful and all the demonic artifacts are destroyed or when the player house is destroyed.
When the player house is destroyed the level restarts, when an enemy house is destroyed a new one is rebuilt with a quick animation of dust and building sounds.
To clear a state the player needs to beat all 5 levels, once this is done the player is returned to the campaign map where he can select the next state to clear. If the player achieved a certain number of stars he unlocks a bonus level.
To finish the game the player needs to clear all the states on the map, once a player has finished the game he may play the game again, or play different countries if the updates have been released.After the player has cleared the final state he must clear DC (District of Columbia) The final boss.
The player unlocks secret characters if certain parameters are met…
Each house will have a number of characters each operating a weapon with their own ammo; the players will take turns in selecting characters and firing at enemies in a bid to destroy the artifacts they contain.
The player will have a variety of actions and items at his disposal to complete each level. Neutral neighbors can become allies or enemies, the Karma meter starts at neutral, friendly actions fill it up, attacks and collateral damage drain it. When a neighbors Karma meter is empty they become corrupt. When it is full you become allies with this neighbor and can now control his weapons.
Points can also be spent on doing friendly actions; strategic alliances will be necessary to take down hard levels. Players have a finite number of actions available per turn, these actions include: shooting, repairing, upgrading, building, using specials. In addition there is a timer, so players will need to act quickly to make the most of their turn.
Be prepared for things to escalate quickly and your control over a situation to slip.
Once a player has used up his Actions allocation the turn ends and neighbors make their moves. Enemies may attack you or other neighbors, or may repair their houses or upgrade much like the player would. Once this is done the gamer can play again. This can be skipped!
Players must be careful of wind direction and force or their shots will be off target, or worse hit an ally or neutral house. There is an arrow at the center top of the screen, its direction changes with the wind and when it is full the wind is at max velocity.
The multiplayer side of this game is very similar to the single player except there are no artifacts, just player on player dueling; when gamers press on the Play Battle button they then must choose between creating a family, playing locally or playing online.
We really want to promote competition in this game, we want people to create a team and really own it and try to be the best. In the Create Team menu the player will be able to design a number of characters and choose their attributes and name and then save. Afterwards this team will be available for the player to select directly.
Multiplayer in this game is like play-by-mail asynchronous turn-based multiplayer, a style used by chess players who sent moves to each other by mail and more recently Worms among others.
In multiplayer gamers can create their own team and then challenge other gamers online or in person. Players will be able to choose their name and then create characters from options available.
The player will be able to choose from several hair styles, skin tones, eye shape, facial hair, and clothing, but also some accessories like eye patch, face paint or scar. Then they can choose which canon or catapult they use, and the different ammos and bonuses.
The player will generate Dominance Points (DP) when he successfully attacks or defends. Destroying enemy stuff and defending against attacks and specials will generate DPs.
These DPs can be used to upgrade the house, character, weapon or ammo and to purchase new special ammos and specials and add characters or perform repairs.
Each level will have a random selection of neighbors that is corrupted and hostile, others will be neutral. Enemies and neutral neighbors have a Karma Meter.
The player must use items and actions at his disposal to generate Karma Points (KP), these points can be negative or positive. Giving a gift will generate +KP and increase chance at an alliance, whilst attacking will generate –KP and increase chances of attacks on the player. The player must choose carefully so as to not end up overwhelmed by enemies.
Cannons and catapults are placed on balconies. Each house can accommodate several; to build balconies the player selects them from the house menu in the build section. These balconies are necessary for team members to set up their weapon, and more become available when the house grows.
To fire the player selects a character on the house and a pop up appears. In this window the player can select ammunition to fire. And then like Angry Birds the player uses his finger to pull back on the weapon to decide distance and height of the shot. Sometimes pressing or tapping the screen is necessary to activate ammos’ secondary functions, or control special ammunition.
Catapults are best at lobbing and cannons at straight lines. Cannons and catapults will vary slightly depending on each character and they can be upgraded with DPs. An icon on the screen will indicate the wind speed and direction; players must take this into consideration when shooting. Characters each have slightly different ammos that can be upgraded for added power. Each ammo and weapon can be upgraded three times, each time the attack becomes more powerful.
Using hard earned DPs the player will be able to obtain special ammos, these ammos are fun and powerful and sometimes hilarious. They can help you in a tight spot, or enable you to dominate the opposition if you spend money willy-nilly.
If the player wishes to use a special action he presses on a neutral house or an enemy house. The following pop-up will have different actions available for selection: from giving a cake to sending a tornado. Specials can be very powerful attacks, and they are available to any type of character.
Specials can be friendly actions to generate positive KPs and create alliances or they can be powerful attacks to gain the upper hand.
Specials happen as fun little animations that cause damage, incapacitate weapons or cost turns.
Specials can be earned as rewards through achievements, mission completion or high score milestones, or can be bought for money in the store. They automatically target the house you selected. These are very powerful and are great when in a bind; they include military type actions, acts of god like tornadoes, floods, earthquakes and many other mad attacks.
Specials unlock as the player progresses in the single player campaign, as levels become more difficult you will get better attacks to achieve victory.
Bonuses give characters a specific edge, depending on preference players will like to mix different characteristics together or maybe they’ll like getting many of the same characteristics. Every time a character is upgraded so is his bonus.
·Construction: Build upgrades are cheaper
·Health: House toughness increased
·Damage: Attack damage increase
·Technology: Weapon and Ammo upgrades cheaper
·Friendliness: Actions generate more positive KPs
·Costs: Special Ammo and Specials are cheaper
·Dominance: Actions generate more DPs
Building a strong house will be paramount to success; your house needs to be better built than the enemies’ or you are going to lose. You will be limited in what you can get by availability of DPs, will can build a strong house or get cool attacks; these types of decisions will affect your enemies decisions and the outcome of the battle.
Houses are made of boxes piled on top of each other. They can be made of different materials, wood, brick, rock, concrete and metal, they can also me made of any combinations of materials.
House toughness depends on composition of house blocks. Strong elements will take more hits to destroy or more powerful ammunition.
Each item of furniture or section of the house destroyed brings points to the player. The player can maximize his score by destroying as much as he can inside the houses.
Players may build their house up and sideways within their allocated grid. There is a no-mans-land in between each house where no one can build, certain special attacks will emerge from this zone.
Houses can have a number of defensive attributes: such as, walls, shield, fences, mines, trampolines that bounce ammo away; all of which increase their chance of defending against a special attack, or simply to add extra hazards.
Some of the defenses in the above image may be dropped from the final version if they don't end up adding value to the game.
We wanted to get a few extra things in the game for our fans and we were struggling with our reward system; and then we came across some amazing projects on Kickstarter and they really inspired us. The concept of stretch goal bonuses was a good solution to our problem. We had all these great ideas for rewards, but unless we could reach certain stretch goals we wouldn’t be able to offer them.
Depending on the donation level and as we reach higher stretch goals you receive extra rewards reflecting those changes. For example, if you support us at the $100 The Neighbor level, and we reach the £35,000 stretch goal, you will receive the digital steampunk postcards set + limited edition thank you postcard sent to you + sticker book + Evil Neighbor t-shirt + Ouya game + PC/Mac version in addition to your normal rewards. If we were to reach the £60K stretch goal you would receive the XBLA/PSN redeem code as well.
In the future game creators will be able to upload their games straight into player brains. But until then sweat, blood, tears and cold hard cash will be necessary to get games from a brain to a player.
We are through phase 1 of development, and just over half of phase 2, each phase is made up of 4 iterations and there are 4 phases.
·Phase 1 basic version of the game, features and mechanics (May Completion)
·Phase 2 the complete Single Player campaign (July Completion)
·Phase 3 Multiplayer implementation (August Completion)
·Phase 4 Stretch goals (August/September Completion)
So we sucked every bit of savings during pre-production. Then we raised 10k, which was spent on the first 6 weeks of development.Then we raised another 15K that got us to May.We then secured another 15k to see us through to the end of June.
We want to create a Kickstarter page to boost our budget, especially our marketing budget and for phase 2 and 3 development costs.
Marketing is going to cost us 10k. We will spend 3k on SMM, that's 1k a month for July-August-September. We will spend the rest on advertising and maybe an event if we can afford it. If we do an event it will be in London and all backers are invited!
Phase 2 has already cost us just about 10k, and is going to cost us another 15k or so. Most of that money will go to the software engineer team; the rest goes to the artists.
Phase 3 should cost us no more than 10k. While Kickstarter is running we will also be raising another 20k, and we have some leads for that.
We need the Kickstarter community to plug our budget hole so we can get this game ready in time at the promised level of high quality and so we can have a marketing campaign.That hole is £15K.
We've assembled a of team a freelancers from around the world, all are very talented and have years of experience in their respective domains.
Making a game is never an easy undertaking, and developers have to deal with a variety of risks. Here's how we are dealing with each of them:
FINANCIAL RISK: We have invested in Apocalypse Neighbors ourselves, without incurring any form of debt; and we are fully prepared to do whatever is necessary to finish this game. There is no outcome where this game doesn’t get made.
With your support it can be made faster and more awesome, but without help we would find a new investor or crawl into a bank. We will stop at nothing to get this game made, short of selling out to the devil man.
We wouldn't be asking for your support if we didn't already have our own skin in the game.
SCHEDULE RISK: The completion date for the game is an estimate. It is possible some features take longer than expected to implement; there is a chance that the completion date will slip. That being said, for the moment we are confident in our September 2014 release.
FUN RISK: Sometimes, features end up being less fun than anticipated. That is why 9 months went into pre-production. Hours upon hours of research and design later we had a quality Game Design Document. And we still changed that another 12 times, we are always striving to make the game more fun yet challenging. Only once we were sure we had a solid project did we begin development. If any features turn out to be less than awesome we cut them out.
We assembled an experienced team and the game has been in development for 5 months, and we can tell this is going to be a good one.
We wanted to make sure we had something that could be great before asking for your hard-earned money. Your support will help give us the additional resources needed to make the game achieve its potential.
Thank you for backing us and helping make our dream game great. We hope you'll join us in forestalling the Apocalypse!
Have a question? If the info above doesn't help, you can ask the project creator directly.
- (17 days)