A Duel Hand Disaster: Trackher - The Final 10%
A Duel Hand Disaster: Trackher - The Final 10%
The only Split-Screen Single Player Twin Stick Risk 'Em Up in which your score is meaningless unless you exist. Created in El Paso, TX.
The only Split-Screen Single Player Twin Stick Risk 'Em Up in which your score is meaningless unless you exist. Created in El Paso, TX. Read more
About this project
With no prior programming or game design experience I've made it this far. I'm not here for the people who doubt what I can do, I'm here for the ones who respect what I have done.
A Duel Hand Disaster: Trackher is a Split Screen Single Player Twin Stick Risk 'Em Up in which your score is meaningless unless you exist. You control two ships simultaneously. Kill enemies to earn points on the left, recover resources to multiply those points on the right, but most importantly you must decide when to keep your score. Playing till death is not an option.
"TEAR" 1: Missions Are Go!
On the left you control the HR-D Assault Vessel. On the right is the DF-R Reclaimer.
The devil in jersey city is in the details
The HR-D does not take damage. It kills enemies to earn points and keeps the Trackers out of the Zastrus Core. Your primary concern is the LINK to the DF-R. Anytime you shoot and move on the left the link drops. To keep it active you must sacrifice the Material the DF-R has been recovering. Material also multiplies your final score so use it wisely. Black out entirely and you will pay dearly.
Killing enemies while recovering a resource with the DF-R will multiply your points. ProTip: Locate a resource, kill enemies while recovering a resource, rinse and repeat.
Recovering Parts enable the DF-R's defenses but most importantly they repair the Extraction engine. When you reach full capacity you can leave with your score, but if you are willing to stay in longer and push yourself harder you will be handsomely rewarded.
"TEAR" 2: Kites ho!
Every consecutive run will allow you to wager part or all of your previous score. If you reach your wager AND EXTRACT WITH IT you will keep your previous leaderboard position. If you die you wipe entirely.
Every action has an equal and opposite reaction. Tear 2 brings in heat-seeking fireballs. Keep them from hitting the ship, kill enemies at the same time, and you can take advantage of the Kite Bonus.
"TEAR" 3: ...You'll understand why it's TEAR
I'm not asking for a handout, I don't need your money, I need your support
I understand the game is challenging. I understand it's "limited" appeal. That's where you all come in. Publishers have told me no, the status quo has questioned my direction, but you, the individual, the player, have justified and vindicated my decisions at every stop. Early in the process I decided to take this game to you guys directly.
Event archives (past events)
- PAX South 2016 | San Antonio, TX
- El Paso Comic Con 2016 | El Paso, TX
- PAX East 2016 | Boston, MA
- RTX 2016 | Austin, TX
- SIX 2016 | Seattle, WA
- Minecon 2016 | Anaheim, CA
- TwitchCon 2016 | San Diego, CA
- PAX South 2017 | San Antonio, TX
- IndieMEGABOOTH @ GDC 2017 | San Francisco, CA
- PAX East 2017 | Boston, MA
- IndieMEGABOOTH @ E3 2017 | Los Angeles, CA
- Game Devs Of Color 2017 | New York City, NY
coming up in 2017
- EVO 2017 | Las Vegas, NV
- Smithsonian American Art Museum Arcade 2017 | Washington, D.C
- XPO Gaming Festival 2017 | Tulsa, OK
You've left me speechless. You've allowed me to learn so much more about game design than any class I ever took. For that I am eternally grateful. You know who you are, and now I need your support more than ever.
If the expression on your faces, and the time spent helping me break the game at these events were currencies I could exchange in, I'd be set, but they aren't, and that's why I decided to start this Kickstarter for The Final 10%. I've been told by the friends I've made over the years in this industry that this is the hardest part. If the last two years prove anything, well, LET'S DANCE Mothafuckas!!!
At PAX East 2016, a person I'd never met, wrote a piece about the game that left me in tears.
"A weaker person might have seen the pressure of this industry get to them, but despite all of the challenges facing Jaycee and his studio, Ask an Enemy, he had the single-most jovial attitude of anyone I met at PAX East this year." - Matt Whittaker @ HardcoreGamer.com
Give an absolute fuck about what you do. Take complete and total responsibility for the decisions you make. Be sincere in your actions. Everything else is out of your control.
I'm primarily a musician. I've been a one man band for way longer than I haven't. Music is where I started following my passion of creation. It's the absolute best stress release to smash the hell out of some drumset, or crank your amp to the point of undecipherable madness. As I've always said while the quality of my music is subjective, the fact that I have no issue writing music, and have an absolute blast doing so, is undeniably objective.
Here's a sampling of some of the music I've written as Howard Roarke. You can preview the rest of the album on iTunes if you are so inclined.
And a live performance to demonstrate how I pull this off live ;)
- $35,000 - Salary (Game, Sound, Art Design, health insurance, taxes, software licenses, office space, business class internet for static IPs and uptime, travel and marketing expenses for remaining unannounced events, tax attorney, the list goes on folks)
- $5,000 - Contract Work (Programming specific)
- $5,000 - Estimated Kickstarter Fees
- I love being out on the road. It must be my musician side kicking in, but it's true and I've demonstrated it over the last couple of years. Reaching this amount means I can attend a lot more events outside of the usual PAX convention. Travel and booth space add up quickly but this is definitely my primary focus after the goal is met.
- When I first started putting this thing together I had physical rewards for the different tiers, but holy shit that stuff adds up. While I personally love the physical stuff (shirts, coffee mugs, 3D Printed Models) it's not my primary concern at the moment but IF, and ONLY IF, we reach this goal I'll start to introduce and bring those in. Seriously if you guys could only see the excel sheet your mind would get wrecked with math. Not only does it astronomically increase the amount of money needed, the time to coordinate it all is also a beast. I've started the discussions though and have good estimates, just need to judge demand and be transparent.
Throughout the Kickstarter I'll be doing livestreams using Kickstater Live. I'll be at two events specifically EVO 2017 via The MIX, and SAAM Arcade 2017 at the Smithsonian American Art Museum. I'll try to stream while I'm at the events directly, but it's all dependent on how well the internet works.
I encourage you guys to ask questions.
- HardcoreGamer.com - A Duel Hand Disaster: Trackher is a hidden gem
- DisconnectedGamers - PAX East 2016
- IGN - The MIX @ GDC LiveStream
- What's Up Weekly - Local Game Developer designs "A Duel Hand Disaster"
- Stack-Up.org - PAX South 2017 interview
- Paste Magazine - The 10 Best Games of GDC 2107
- VegasTech.com - Indie Game Spotlight @ EVO 2017
- EyeForGames - Making a different kind of shoot ‘em up with Trackher
- Giant BombCast - Episode 471
Risks and challenges
I dropped out of college because it wasn't teaching a damn thing about game design. The structure, the pace, and the "tools" just had nothing to do with my goals. After a year I felt just as prepared going out as I did going in. I took matters into my own hands and hit the ground running.
This Kickstarter will not inform my decision to complete this project, that decision was made long, long, ago. This Kickstarter is meant to speed up the process drastically by allowing me to focus on the game full time and allowing me to hire outside help. Over my years I've met plenty of people a million times smarter than I. I asked questions. I got answers. I only need guidance, but that doesn't mean their time is not valuable. I'm not entitled to a second of it. In addition, I've also met with a PR firm to help launch the game as successfully as possible, but that is a secondary goal, and will only be considered after the primary goal is met. I want to spend more time sharing the process with you guys, by writing more dev blogs, livestreaming portions of the development, and showing how a dumbass like me was able to make a game like this. For obvious reasons I can't stream certain aspects due NDAs, but generally let's talk.
The Final 10% is making me tremble with fear. There are things I need to do that I've never done in any aspect of my life. Making sure leaderboards work per platform, passing certification, and optimizing for a rock solid frame rate and stable performance is what's on the agenda. These are only a few of the technical things. The design is essentially done, but it's these last and final hooks that require my complete and undivided attention.
I also wanted to make this public statement. To all of those individuals that have come out to the panels I've done at PAX, first and foremost a sincere and heartfelt thank you, but I also want to show you something; In the face of what some would consider Armageddon, the purpose behind your actions should rise miles above the means, and only then can you decide where you failed and where you succeeded. Thank you for your time. Make games not excuses.
<3 JayceeLearn about accountability on Kickstarter
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