REWARD ADD-ON ITEMS:
Space Child - Add $5 to your pledge and you will receive by email a DRM free digital copy of Space Child (my first developed game). This game will not be released on Steam. It should be seen as an early look into the world of Nakawak and creates a great sense of perspective to this universe. The gameplay of Space Child does not represent Nakawak's level of polish, but it's a fun teaser for what's to come.
Hall of the Dead - Become a part of Nakawak's lore! Deep beneath surface, a tomb sleeps. The voices of the past could be you! Add $10 to your pledge to add a short message, written by yourself to the color edition of the game!
- Nakawak Behind the Scenes - Add $15 to your pledge and you will receive a digital art book, documenting the evolution of Nakawak from start to finish, black and white to expanded color edition. (item to be released when the expanded color edition hits Steam sometime late 2018)
My name is Sean Filkins. I am a solo developer struggling with Asperger's, severe panic disorder, and other health issues. In my time at home with my child (I'm a stay at home dad), I have discovered a love for game development over the years. Every day is a struggle. My child and my game development have both helped me greatly.In my time at home I have been hard at work (surrounding caring for my child who begins her first year of school soon), trying to recapture what made retro style games great. I didn't want to make something flashy, but rather, my goal was to create a game that felt right at home along side the cartridges lining every retro gamer's shelf. I'm working with Game Maker and make games for PC, but I wanted my game to feel like it COULD have been a game from "the good ol' days."
This idea of recreating the past rather than trying to "improve" it was how Nakawak was born. I spent months, playing, studying, and living the GameBoy. I didn't want to replicate any particular game, per se, however, I did want to create a game that felt like something I've played before. This game borrows, quite clearly, from Metroid, but it has a sense of world building, story, and characterization that is all its own.
Here is the trailer for the Expanded Color Edition:
And here's a promo showcasing boss fights:
Nakawak---a skeleton with a horse/goat skull---is a monster, but he is different. Unlike the mindless creatures roaming the vast cavernous depths beneath a massive city, Nakawak has found a sense of self. He has had an awakening. A monster is nameless. A "person" has a name. Nakawak. He didn't know what the name meant, but he knew it was his name all the same.
My very first gaming love was Metroid. My first GameBoy love was Metroid II. So designing a "Metroidvania" seemed like a natural choice. I have brought this game through several iterations over the past year, and have settled on what has become Nakawak: A Metroid style game through and through, but what makes it stand on its (his) own two feet is the story and vibe that is both nostalgic and very different that what you might expect from it (from him).
Nakawak's map is a sprawling, labyrinthine world filled with branching paths and multiple routes to explore at will. It's not a completely open world, but there are no sign posts here. You have to use your wits to move beyond each head-scratching obstacle in your path.
There are upgrades to be found:
And, of course, abilities.
The abilities in Nakawak actually are a way of me poking fun at the tiny screens old handheld systems had. "Down Shot" for example is a way for you to fire a bullet over a cliff edge without having to jump down on top of something just out of view. Fire a few shots with this upgrade and you'll be given an auditory hint if something dangerous is lurking below.
Nakawak is a labor of love. A literal love letter to my childhood. I created this game because I wanted this game for myself. I wanted a game that was less fantasy and more science fiction. I wanted a game that appeased my own nostalgic heart. I hope what you've seen and read here conveys the love I have put into this project. If you believe in me, please join me in this journey.
But the journey isn't over, yet. A Color Edition is in the works with exclusive levels and bosses in mind: a callback to the time when Nintendo released different versions of its games.
My goal with the funding of this Kickstarter campaign is simple: Get Nakawak on Steam and buy a fresh computer (mine is still functional, but it has seen better days) to continue my work on the colorized edition of Nakawak, featuring a larger world, more secrets, alternative and extra bosses, and other added content including an expanded soundtrack! All of which is exclusive to the Color Edition. It isn't a simple palette swap, it's (almost) an entirely new game. I plan an at least 30 percent increase to the world size with added powerups scattered throughout these areas and mini bosses that might be lurking around every corner....
Nakawak isn't just one game, it has spawned a second. Not a sequel, not part 2...but more like a Part 1.5, leaving room for possible story alterations and expansions to justify the added content. I'm a no filler kind of guy. If there's content, it needs to have meaning. There is so much potential here. And the work is just getting started.
I thank you, deeply, for your interest in Nakawak and thank you so much for reading my very personal story of game development and as a disabled father, struggling to make life better!
Risks and challenges
There are no risks! This is game design, not chemistry. ;)Learn about accountability on Kickstarter
- (30 days)