The gameplay in Sword of Gary 6000 is very simple and intuitive, modeled after classic golden age 2-D games like Mike Tyson's Punch-Out or Street Fighter. Here is how it works.
You swipe to attack the enemy from 6 different angles.
When the enemy swings back, you hold down on Gary and move the shield around to defend from the same 6 angles.
Each enemy will be a puzzle that the player will solve by figuring out the timing and proper combinations needed to defend and attack. As the player advances, the enemies get stronger, faster, and combinations get more complex.
Much like Punch-Out, each enemy will have a specific "tell" that they will give before specific attacks that the player can pick up on and eventually exploit. Sort of like how in Punch-Out, King Hippo would raise his arms before he punched you, or Mike Tyson would wink his eye exactly one millisecond before completely obliterating you with one punch.
As you advance to the higher levels you will earn credits that can be used to upgrade armor and weapons. The player will have the freedom to choose from an armory the proper armor/weapon combination for each unique enemy.
In Sword of Gary 6000 you will encounter an assortment of foes that will be dynamic and memorable. Each features a unique silhouette and visual personality with a touch of humor.
Every frame of animation in Sword of Gary 6000 will be a 2-D hand painted illustration in our own unique style, a tribute to the classic games of our youth but without the same graphical limitations. Our goal is to generate a similar level of excitement and anxiety in players that we had as a kids when we got to see a new boss for the first time. We also intend to create a rich and exciting universe with its own unique sense of humor, similar to timeless classics like Earthworm Jim and Dragon's Lair.
After every enemy you defeat you will unlock another piece of the comic book and advance the plot in this comedy-filled sci-fi action thriller romance drama suspense documentary horror crime mystery fantasy biopic.
On top of beaming up all of the toughest warriors from around the galaxy, the overlords have also rounded up all of the hottest alien babes.
Anyway, the real motive for putting on this mega awesome tournament is an attempt to entertain and impress these girls. The overlords are basically bros, of space.
Then there is the utter shock and realization of the mix up when Gary arrives. He is the classic hero, if by that you mean he is the opposite of that. He has no experience with actual physical combat. He's totally out of shape and awkward. He really doesn't want to be there. He would much rather be back home splattered on the couch playing video games than pantless on an alien planet fighting for his life. When Gary first arrives the overlords just see him as the biggest loser and an embarrassment to the sport. To complicate the situation even more, the event is being televised and broadcast throughout the universe including to Gary's home world Earth. This puts the overlords in a tight spot concerning the preservation of their image. They initially assume that he will be 86'd in his first fight, but as Gary begins to win his matches he starts gaining a special popularity with the space babes as well as the viewers back on Earth. This makes the overlords very jealous and upset. to the point where they attempt secretly to sabotage his fights, but what they will ultimately find out, time and time again, is that Gary 6000 is the turd that will not flush.
The Score for Sword of Gary 6000 will be unique to say the very least. Zach Hall will personally be taking your ears on a fantastic voyage of operatic acapella compositions. This means he will be making the music and all the sound fx with his mouth.
Check it out!
It is an understatement to say that we are extremely excited and experiencing NO shortage of ideas and inspiration over here. Needless to say, we have very big plans for the Sword of Gary 6000 franchise. This baby's got legs and it wants to run! All of that being said, our solitary focus will be on making this game the best and most entertaining experience possible while staying true to our vision. For this reason we are we are hoping to reach our stretch goals and would be absolutely elated to reach beyond them. A larger budget would obviously allow us to acquire the time and resources needed to experiment and really dial this game in, right down to the last mutant alien eyeball spasm.
$48k - Chapter One
⦁ first chapter of characters + one boss fight
⦁ first chapter of the comic with cliffhanger ending
⦁ the team barely makes rent and resorts to eating our own socks
$67k - Chapter One & Two
⦁ two chapters of the characters + two boss fights
⦁ two chapters of the comic with cliffhanger ending
⦁ armory feature: more cool swords and armor to play with!
⦁ the team dines on Top Ramen and Kraft singles
$100k - All Three Chapters!
⦁ FULL GAME + three boss fights
⦁ FULL COMIC including showdown with the FINAL BOSS
⦁ the team dines on nighthawk tv dinners which will supply our minds with the proper nutrients we need from the 4 food groups contained within this wondrous cellophane wrapped tray, not to mention the "mystery desert"!!
Beyond $100k? - Wouldn't you like to know!
⦁ Secrets to be revealed
Big Beaver Hat is a newly-formed venture comprised of highly decorated video game industry veterans who have a passion for smaller scale indie games. In total, we have worked on AAA titles including Star Wars: The Old Republic, the Thief series, Deus Ex, and American McGee's Alice. We have also worked on indie titles including Spider: Rite of the Shrouded Moon, Spider: The Secret of Bryce Manor, and Waking Mars.
Here, why not get to know us!
Zach Hall - Art / Animation, Audio, Lead Designer
Zach has been working as an artist in games and film for 17 years. He cut his teeth as a concept artist on the cult classic American McGee's Alice and most notably worked on Bioware's Star Wars: The Old Republic primarily concepting creatures and NPCs. Zach was also a 2D animator on Richard Linklater's A Scanner Darkly.
Zeke Brill - Programmer, Designer
Zeke Brill has been a game designer and developer for almost 20 years. He has worked on game licenses from Atari, Sega, Sony, WWE, Lucas Arts, and DreamWorks.
Randy Smith - Design, Production, " video game stuff"
Randy Smith is a not-very-famous game designer who worked on the Thief series at Looking Glass and ION Storm, wrote a column for Edge magazine, and is now the creative lead and co-owner of Tiger Style, the award-winning indie studio behind Waking Mars, Spider: The Secret of Bryce Manor, and Spider: Rite of the Shrouded Moon. He's here to appear intelligent and help out if this team even needs any help, which, other than grammar editing, is unclear.
Ben Hall - Comic Book
Ben Hall has been working in comics, concept art, and graphic design since 2000 with a clear preference for horror related material. He worked on the first American McGee’s Alice computer game, Knights of the Dinner Table: Evernights, several Dead@17 spin-offs and the Humanoids from the Deep comic.
Nathan Black - Project manager, swordsman.
Nathan has worked on a variety of games including Deus Ex 2, Thief 3, Barbie Pet Rescue, Spider: Rite of the Shrouded Moon, and The Beginner's Guide. He will be making sure the team is on point and on task. He is also an experienced swordsman (long story that starts with LARPs) and will be consulting on making sure this is the most realistic sword fighting game involving aliens and ramen-pot helmets.
Well, we most definitely cant afford to do something of this this scale in our free time. How else is a game like this going to get made? Let's be honest, publishers don't want to put their name on a game where the main character is an out of shape balding dude in his underwear. They have a rep to maintain. We don't! Making outside of the box games is what we intend to be known for. A publisher would surely make us put pants on Gary. Nobody puts pants on Gary.
Joking aside, Sword of Gary 6000 breaks all of the molds for what most publishers would like you to believe that you are into. With that in mind we intend to keep you, our supporters, in the loop throughout the development process. We will be counting on your constant feedback as we post updates, screenshots, videos and early access advance builds.
Risks and challenges
We have been very careful to put only an achievable amount of work on our plate within the parameters of each stretch goal. For this reason we feel very comfortable gazing out upon the work that is in front of us. Famous last words? The main challenge that we see is getting Sword of Gary 6000 in front of the proper audience. We have no doubt that the game will be a fun and all-around fulfilling experience with infinite replay ability and an open door for sequels and expansions, but will people know about it?? We have a plan!Learn about accountability on Kickstarter
- (30 days)