Couch Co-op/Competitive Tomb Raiding - Mummy's Day Massacre
Couch Co-op/Competitive Tomb Raiding - Mummy's Day Massacre
Mummy's Day Massacre is a couch co-op/competitive tomb raiding game for all ages. But watch out! Classic monsters stalk the halls!
Mummy's Day Massacre is a couch co-op/competitive tomb raiding game for all ages. But watch out! Classic monsters stalk the halls! Read more
About this project
(This game is more fun with friends, so we recommend at least 2 players!)
Mummy's Day Massacre is 2-4 player couch co-op/competitive game for all ages. The game uses light humour as the players navigate the levels, dodge dangerous traps, employ magical powerups and flee fearsome foes! There are game modes planned for teamwork, as well as competitive play.
The game project began as an entry into the Ludum Dare 72-hour gamejam, with the theme of 'Ancient Technology', and is inspired by Overcooked and Tomb Raider. It's been in constant development since completion for the jam, and you can follow its development here.
Mummy's Day Massacre is planned for a PC release, but if we surpass our goal, one of our stretch goals is to port to consoles like the PS4 and Xbox One.
If the crowdfunding goals are met, we plan to release the game with the following:
In the finished game, each level will be populated with:
- Spike Traps
- Swinging Logs
- Speed Boost
- Distraction Gadget
- Power Punch
Over the two environments and 16 levels, we want variety, not just in terms of environment, which traps and which powerups are available, but also who the monster is, and what their abilities are.
2 Monsters with unique behaviours & abilities
- The Mummy
- The Count
Competitive Tomb Raiding
Outrun the monster and compete against, trap and outrun fellow players to escape alive with the most treasure. The trick is to be crafty! Alliances are there to be broken!
Co-operative Monster Hunt
Do your best to work together with your friends! Try to stick together and defeat the monster by using traps and powerups. Teamwork and communication is key. In this mode, one of the players will be able to play as the monster!
Use the coins you collect for power-ups as you compete to make it out with the treasured artefact. Use everything at your disposal, think strategically and act quickly! In this mode, players can work on opposing teams.
We want each of these environments to have 4 configurations, leading to 16 playable levels in total.
There will be 12 different characters to choose from with a range of designs, body types and species. We want our characters to be colourful, vibrant and with simple, clean designs. We also want to encompass a diverse range of origins and appearances so that each character is unique.
Below is an example of what our characters will look like in the finished game:
Yukie was born into a rich family and could have had any future he wanted. As a cub, Yukie dreamt of being an archaeologist, but as he got older, he grew lazy and never got the koala-fications. He finds failure un-bear-able and now, he spends his time, and his fortune, as an amateur treasure hunter, risking life and limb to find an artefact so precious, he will get to appear on the cover of his favourite treasure hunting magazine 'Dig This'.
The team absolutely love the low poly hand-painted style. Some characters will be animal in origin, others human, but all will have this style or very similar.
What the money will be used for:
All of us working on the game do so because it's what we love. But we can't do everything, so we need to turn to professionals in each field. For example we have a clear vision for the kind of audio and music we would like, but feel like the game deserves to have the professional treatment. It's for this reason that a portion of the money will go towards paying a composer, to create key music themes for each environment. We also need a professional license for the Unity engine, and other ancillary software used in development. Finally, in order to complete the game within a suitable deadline, some visual work will be outsourced to skilled professionals.
If we are able to reach our target of £3,000 (around $3,700), Mummy’s Day Massacre will release with everything mentioned above. If it looks like we will succeed in funding, there are a number of stretch goals that are being seriously considered, including:
- Castle Environment with Mad Doctor Monster
- Lagoon Environment with Creature Monster
- More playable characters
- More levels per environment
- More game modes
- Online multiplayer
- Home console release
- Foreign language support
Project Lead - Harry Jenkins
I'm a Design for Games graduate from Plymouth University, and I've been working freelance as a pixel artist, programmer and editor for several years. Games are my life and passion and I feel that this project is fun, achievable and will be the catalyst towards continued improvement and even greater things in the future.
Programming - Arin Lavery
Programmer with 10 years industry experience and resident misanthrope. Few things give me greater pleasure then writing a few lines of code and watching a game come to life. Please help us make Mummy's Day Massacre a success.
3D/2D Artist - Chrissie Toolis
I have a degree in Animation from Plymouth University, as well as studying Illustration & Graphic Design. Working on games is a dream come true and when I'm not working on them, I’m playing them or watching anime!
Risks and challenges
Our biggest challenge is making sure we are within our deadline. Following the success of this campaign we plan to use that momentum to enter Steam Greenlight and secure it as a platform for release. It's possible that this could delay the launch of the game if the Greenlight campaign takes longer that anticipated. In the case of an unsuccessful Greenlight campaign, or an exceptionally lengthy one, we will still release, but via a different service/site.Learn about accountability on Kickstarter
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