Luckslinger is a hip-hop infused spaghetti western action platformer where the amount of luck you have affects the world around you.
Luckslinger is a hip-hop infused spaghetti western action platformer where the amount of luck you have affects the world around you. Read more
About this project
"Charming, weird, inventive, surprising and most importantly fun, Luckslinger is a joy to play from start to finish." -AlphaBetaGamer
"whilst I was skeptical at first, the end result is something that I would be happy to call ‘cool’" -PixelDynamo
"The up-beat soundtrack also suits the game and gives the western feeling a more modern edge. So certainly our recommended action platformer of the day, even if it is a demo" - Indie Retro News
"Old West Hiphop till you don't stop" - Cliqist
"The way Luckslinger takes it on feels unique: luck is a resource to be managed and it affects the world in obvious ways." - Destructoid
We made a demo build especially for you!
Luckslinger is a hip-hop infused spaghetti western action platformer where luck affects the world around you. In Luckslinger, luck is a collectable resource that can make the player lucky or unlucky, which affects the game world and gameplay.
For example, when the player is lucky enough, enemy bullets can be deflected, or your trusty duck companion will grab some health for you. However, when you’re unlucky, bridges might collapse or rocks might fall on your head.
Luckslinger’s theme is a combination of hip-hop and spaghetti westerns. Besides the distinct theme, Luckslinger also offers challenging gameplay and contains unique elements that will even surprise the core gamers.
- Levels with different themes, unique elements and diverse bosses
- Music to pleasure your eardrums that fits the hip hoppy western atmosphere of the game
- Shooting & reload mechanic that will keep you on your toes
- Intense gun and throwing knife gameplay
- Collect gold to unlock different endings
- Special items that give the combat more flavor
- One-on-one pistol quick-draw duels
- Bonus hip-hop tracks by various artists
- A duck companion, which might help you in your time of need!
- Test your poker skills against some of the townsfolk
- Risk blowing your head off in game (friendly) game of Russian roulette
- Converse with the nice townsfolk of Clovercreek
- Fun Local Multiplayer mode(s), which will be added when the stretch goal is reached
Luckslinger won’t be easy, the levels will vary in difficulty and so will the bosses. You need to take your time to reload and should pick the right moment to do so. Because the controls are pretty tight you can easily control Luckslinger while jumping, shooting, rolling, reloading, knife throwing or using special items. Underneath are some elements the player will need to know and eventually master.
Luck: Luck is an interesting mechanic, the amount of luck essence the player has influences the game-world around him and this also affects the gameplay. For example, when a player has a lot of luck he can assume that lucky events will occur and thus play more reckless. But when having little luck essence, the player should play more cautious.
Example: When the player is lucky and he accidentally falls into a pit, a mole could save him. However if he isn’t lucky enough, no mole. So the luck mechanic works both implicit and explicit.
Luck Activation: Luck can be activated and will render you lucky for a short amount of time. Even though this is really great and can help you out in tricky situations, it will consume half of your current luck essence.
Kickback: The guns in Luckslinger kick back when fired, this means that simply spamming the trigger at enemies won’t work. This adds a tactical element to the gunplay and builds in risk-reward gameplay.
Example: Stand closer to the danger and fire away to ensure a quick kill or keep your distance and fire well timed shots.
Reload: Guns have to be manually reloaded; it takes time and strategy to figure out good moments to reload.
Throwing Knife: Luckslinger carries a knife with him at all times that he can use to stylishly kill his enemies and do some extra damage. It’s also thrown with an arc, and the longer it’s charged the further you throw.
Duck sidekick: Your trustworthy and loyal sidekick, sometimes he likes to help you and sometimes he doesn’t. However, he is always happy to retrieve your knife for you after you’ve thrown it!
Action roll: You can either use rolling to move faster or to be a total badass and dodge projectiles.
Luckslinger is about a man with only a nickname, and a little town called Clovercreek. The town's Luckcharms have been stolen by different kinds of outlaws, and its up to you to bring them back. Will you help Clovercreek for justice or personal gain?
Luckslinger is also on Steam Greenlight. You can check it out and vote for us if you want to: http://steamcommunity.com/sharedfiles/filedetails/?id=385108503
It was a late Sunday night and we were both entering a new League of legends match, it was Donald’s team against my team. This game seemed like a regular game, but would impact both our futures. Donald’s team was winning and I wasn't able to carry my team with Corki. Donald’s team started trolling a little and we found out that we are both Dutch! After the match we started talking and decided to do add each other on Skype and play some matches. A few years later we founded Duckbridge.
As some might know, quitting your full-time job in order to start an indie game company without any funds is a quite big risk to take, however we couldn't stop ourselves from doing so. We have been making games together for a while now but no other game allowed us to fully apply our passions for Spaghetti westerns and Hip-Hop. Even though we’re both still quite young and we know it might be a big risk, we couldn’t resist taking the leap and working on a project that came straight from the heart.
We’re super excited about Luckslinger and we hope that you are as well! We’d love to have your support in order to help us with funding the second part of development and get Luckslinger out there!
The Luckslinger soundtrack contains only instrumental hip-hop that is all about kickass drums, jazzy sounds and in this case, a spaghetti western vibe. So please don't be afraid even if you are not a fan of the genre in general. We hope to surprise you with something great.
Here are two tracks from Luckslinger:
After showing the first gameplay trailer on reddit and some other forums, we got a lot of positive feedback and some people even mailed us their music to use in Luckslinger! Some of the music that people sent us was really good and we got really excited by that. However, we couldn’t add all the music into the game because we want to use one producer for the OST, to secure one vibe and feel. However, because we love hip-hop and we understand that these artists are basically in the same position as we are, we wanted to help them in any way possible!
In order to add the music to the game, we came up with a jukebox system where players could collect vinyl’s. They are are hidden in levels and can be bought in the underground record shop and then be played at the jukebox in Clovercreek.
We are still accepting submissions, so if you have any track(s) that you would like to have in the game as a collectable, just send us an email or drop a comment!
Luckslinger started out as a prototype that we released on Newgrounds. We wanted to try out the luck mechanic so we decided to make a prototype and upload it to Newgrounds. After uploading the prototype we got a lot of very positive feedback! The game seemed fun at its core and some were already looking forward to the finished version!
We already had plans to start working on a game full-time and we found that Luckslinger was a really good and cool project. After working full-time for three months we showed the game off at the Hell o' Bullets event and got a lot of really positive feedback again, this time a way better and bigger version of course. From there on we figured that we had quite a solid game so far and that we were on the right track. The game is currently around 50% completed!
Because we’re currently living of our savings and are working full-time on this game, we are asking for your contribution to fund the second part of development. We just started out as an indie developer and we need to do quite some promotion in order to get Luckslinger out there and allow it to reach as many players as possible. Because we are both working from home and don’t have an office, we don’t need to cover office costs, however we do need to cover living costs. We didn't want to ask for your contribution at an earlier stage because we wanted to make sure that we could show you something impressive first.
We are using Unity Free to develop the game and would like to use Unity Pro because then we can improve performance and write our own custom plugins when needed. Unity Pro has a really good profiler, so we can keep track of the performance and will be able to fix performance issues way easier than without the profiler. And Unity pro also allows us to use some extra cool 2D physics components!
Luckslinger is being developed for the Windows/Mac/Linux and we would like to expand to other hardware system. If we get permission for these platforms we’ll need to purchase some dev-kits, which also means extra costs.
The contributions will also be used to cover the greenlight and kickstarter fees. You can see how the funding will be allocated in the graph below.
PS: If you like the Luckslinger but are not able to back it, we will also appreciate it if you’d tell your friends about Luckslinger.
How the funding will be allocated
We don’t have many stretch goals because we want to make Luckslinger as complete as possible without needing any stretch goals. We don’t want the game to feel ‘incomplete’ because we failed to reach some goals. But we still have goals that will add value to the game and the gaming experience.
Donald: I am the game designer/pixel artist at Duckbridge and 50% of the company.
After getting my degree in Communication and Multimedia Design at the Amsterdam University of Applied Sciences I decided to study Game Design & Development right after. It turned out it wasn't really challenging enough for me, and it felt too much time was wasted on not developing games. I quit after 3 years to go my own way.
After that I lived in Kyiv for some time, at that time me and Marciano were working on a lot of smaller game projects and when we realized we can work very well together; even from a long distance using skype/team speak.
I've made a lot of games in the past, for University and fun. Of course i'm more proud of some then others. They often say your first 10 games will all suck, so i'm glad that's behind me. I have always been obsessed with creating all around fairness. So balancing is very important to me. Level design came pretty natural to me. I’ve been drawing levels on paper since I was very little, starting with Mario Kart tracks.
Favorite games: Deus Ex, Shadow of the Colossus, We <3 Katamari, Chrono Trigger, Final Fantasy 9, Super Mario World, The Legend of Zelda: A link to the Past , Super Mario Galaxy 2, Megaman 9, Metal Gear Solid 3: Snake Eater and well...a lot more.
Facts: I wish my last name was Duckbridge. I complain a lot and Marciano is forced to listen to it. I watch a lot of movies. I have a game idea book that is nowhere near full. I got the first place award at the Game Design minor and third place at the global game jam 2015 in Amsterdam.
Marciano: Heya, I’m Marciano and I’m the programmer at Duckbridge (and also ½ of the company). I’m born in Holland but my parents are from Suriname.
After high school I decided to study Software Engineering and from the moment I had my first class of programming I instantly fell in love with it. It was so magical to me that you could write.. words and then create games or applications out of it, it’s so cool!
During my studies I've traveled quite a bit and have also worked as an intern at a Chinese game company for half a year, which was super cool and allowed me to experience a different culture for a while. After my studies I went to work for a company as a Software Engineer, but I always wanted to do ‘more’ with my programming skills, I wanted to work on something that I was passionate about. I found that making videogames (with Donald) allowed me to use the best of my programming skills and allowed me to fuel my passion, so we decided to go make games full-time!
Facts: My favorite games are FFVIII, Shadow of the Colossus, To the Moon, Jetset Radio and more. Besides programming I also spend some time skateboarding, which I have been doing for many years. I’m bad at languages and my favorite game genre is RPG. I’ve lived in Sweden for half a year and in China for half a year and cannot speak either languages. I’m a sucker for M&M’s and Hot Chocolate milk. I have won the award for best programmer at Global Game Jam 2014 in Leeuwarden!
Rik: I am the sound designer and composer for Luckslinger, and 100% of Ravenwave Audio. My interest in sound grew as I played in bands, volunteered as a sound engineer at a local venue, and made a lot of beats at home.
After getting my Audio Engineering Diploma at SAE Amsterdam, I recorded bands and worked at a local theater. I wanted to expand my knowledge on sound by doing it by myself, be in control of my project.
I think atmosphere is really important in games and movies, and I'm convinced that sounds and music are a great part of creating an atmosphere. Sometimes soundtracks to games make you linger in certain areas to just enjoy the good vibe. I want to give Luckslinger the unique atmosphere it deserves.
Favourite Game soundtracks:
Legend of Zelda Ocarina of Time - Zora's River
Legend of Zelda Minish cap - Minish woods
Super Mario 3D world: Haunted mansion
All metroid soundtracks
Facts: I've been stalking Donald with my creations since I've met him.
I've seen Marciano only once. During this encounter I was playing Hearthstone, and he was playing Tekken.
People call me ginger, but I consider myself to have blond hair. My beard is red though.
Risks and challenges
There aren’t really many risks because we’ve tackled most of the technical issues already and we already have most (if not all) the mechanics in place. The only risk we have is that the development takes longer than we expect. Especially since we have to spend a lot of time balancing the luck mechanic, balancing all bosses and levels and play-testing through all of them (a lot). This even excludes the bug-fixing and extra code work that comes up.
Since we still need to finish around half of the game (at least), we still need to make all the pixel art for it and code all the mechanics and extra stuff that comes with it. We have already put a lot of time into Luckslinger and we’re sure that when we can deliver a fun and challenging gaming experience.Learn about accountability on Kickstarter
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