About this project
"Echoes of Eridu is a fantastic addition to the action platforming genre." -Vinny Parisi, IGM
"Echoes of Eridu is the result of Mega Man fans making what they want to play, and the PAX East build I played proves they're doing a pretty bang-up job." - Anthony Swinnich, indiegames.com
"Echoes of Eridu ... is very much a celebration of everything that made Mega Man, and that genre and era of gaming, such a place of nostalgia and happiness for so many gamers." - Jacob Wood, Indie Hangover
(Vote for us on Steam Greenlight!)
ECHOES OF ERIDU is an action-platformer built to play like Mega Man X and replay like your favorite roguelikes. We're making a game that's co-op friendly and highly replayable while maintaining tight, satisfying action-platformer gameplay. It's targeting Windows first with plans to port to Mac/Linux post-release (and to consoles/handhelds from there).
These are the key features.
- Action-platformer gameplay in the style of Mega Man X
- Roguelike! (random levels, powerups, permadeath)
- Full multiplayer! (online and local -- already both implemented!)
- Pregame loadout system (unlock items to customize your play!)
Replayability is one of our core goals with Echoes; keeping the experience fresh is important to us. You get to choose from two (FOUR if we hit our 30k stretch goal!) completely different characters with their own playstyles. You get to play through entirely different levels every time you play -- the challenge set constantly shifts and you'll have to adapt to whatever the game throws at you.
The Story in Echoes is that S**t Has Gone Crazy and You're Our Last Hope. In the distant past (2045), a legendary inventor working for EZN, the world's largest online retailer, creates the Enterprise NeuroKinetic Intelligence (ENKI) to help with simple sorting jobs around the factory. ENKI gains sentience and accidentally starts a robot revolution. Fast forward to 2090. ENKI feels really, really bad about wiping out humanity, so he tries to empower the last few survivors to fight back (that's you!) by turning them into robo-man hybrids. ENKI resides in the ancient shipping facility of Eridu, floating high in orbit somewhere above Earth. If you can reach Eridu via a network of clumsily designed teleporters connecting EZN's various facilities, humanity might be safe -- for now.
ENKI has designed over 100 RoboSapient Alteration Blueprints for use in the ARSENAL (Automatic RoboSapient Equipment & Navigation Assistance Library). He's done a poor job of making sure the blueprints don't get lost, so you'll have to find them yourself to unlock their powers. You can select unlocked ARSENAL pieces at the start of a playthrough to radically change the way the game plays.
ENKI realizes that not all hybrids have great aim, so he's designed a weapon that shoots in every direction at the same time, but for awful damage. Want a giant plasma sword for an arm? Okay. You die a lot while running away, so he's made you a gun that shoots backwards. Want a mode that sets your max HP to 1 and makes you deal insane damage? There's an acc for that. We're pulling out as many stops as we can think of with the ARSENAL system. You're gonna like the way you play. I guarantee it.
We might be making too many items for this game. In addition to the over 100 ARSENAL unlocks, Echoes has over 100 special weapons and in-game passive pickups to collect in a playthrough.
At the end of every level, you'll get a new special weapon off of the boss. Maybe it'll stop time. Maybe it'll turn everything in the room into something else. Maybe it'll warp you into a different dimension, or just shoot fireballs. Who knows?
During levels, complete challenges in side areas to obtain powerful passives that alter your character and the way the game plays. Enter your insane hypermode at the drop of a hat, but only for half a second. Find a faerie helper who will make fun of you and also sometimes block shots. Pick up SO MANY SPEED ITEMS and dash in midair. Use your newfound powers to go find more!
A mild cow scientist who had nothing left to lose after her family was torn apart in the war. Nina traded half her humanity for a Buster arm full of vengeance, which seemed like a pretty good deal at the time. Not like there are many cows left to milk with her now-missing hand, anyway. Obliterates foes from range.
One of the few humans happy about the robot uprising -- Ace finally has an excuse to use his blade again. Previous occupation: unknown, but presumably involved slashing. Current occupation: known. Definitely involves slashing. Swiftly deals with adversaries up close.
BONUS CHARACTERS (The $30,000 stretch goal)
A simple smasher robot from ENKI's original facility, the JAM is too unintelligent to disobey. Uses its incredible mass to smash into foes, annihilating them and probably himself if you aren't careful. 40% dolomite by unit volume.
An insane man, turned into an insane half-man. Who is he, and why did ENKI choose someone who is clearly too old for combat? Blitz, an ancient man, attempts to make something of himself one last time. Uses a variety of carefully placed special weapons in battle to defeat foes at any range.
No journey into a dangerous future is complete without a look at some of the bad guys that make it great.
Bosses like the Iron Vanguard serve the unwavering will of ENLIL, Herald of the End. ENLIL's motives are unclear, but his potency is not; some of his robotic destroyers are pictured here.
Levels are built from chunks, chunks are built from bits, and bits are built by the Grand God of Randomness, srand(t). The short version here is that the game shifts from precise platforming to intense combat in a blink and does so in new ways all the time. Each level adheres to a certain mashup of themes with its own set of mechanics and enemies. You'll have an idea of what CAN come at you but no idea how it WILL.
If you do a little thought experiment and guess what would happen if Google or Amazon were able to research whatever it wanted for the next 40 years and then crumble, you might be able to guess some of our level themes:
- an arctic data center (to save on cooling costs of course)
- a nuclear power plant (to sate savage electricity needs)
- a massive stone city in the sky (how else to ominously ship insane quantities of stuff across the globe?)
- a deep-earth volcanic transmission center, using geothermal energy to move goods beneath the earth's surface
- a high-orbit botanical research station, intended to yield shippable oxygen
- at least one other unrevealed level!
Two of these are done! Help us flesh out the rest.
We're turning to Kickstarter for two major reasons.
First, we need funding to get to our release date in November. $20,000 doesn't cover the entire cost of the project, but it'll make up the deficit between what we've got and what we'll need to make it to release.
Second, we want to identify and build a community of like-minded folks who want to help give us feedback on how we're doing. Once we're in Early Access (or, if we're not Greenlit by then, a Desura equivalent), we intend to push builds out to our supporters frequently, and it's our hope that some of you will take us up on it and give us lots of feedback. We love any feedback that is comprised of 50% or fewer curse words.
If you've read this far, thanks! Here's a little info about us.
Here at Batterystaple, we're about replayable funtimes with your friends. We started in June of 2013. We'll stop when we starve.
Chris King, Founder/Developer, lived an ascetic lifestyle while working fulltime as a programmer for the five years prior to his journey to save and save and save in hopes that he could fund the dreams he's now trying to grasp. Dreamchasing is a phenomenal way to turn lots of dollars into cinders, so he's looking into how best to find more dollars to burn.
Zach Urtes, Art Director, was born and raised in Baltimore, MD. Zach completed a bachelors degree of Fine Arts from the Maryland Institute for Illustration. He realized he wanted to make games while in his last year of school; talk about good timing. His interests mostly involve games, anime, or robots (or a combination of the three).
Bianca Ciotti, Marketing & PR Manager, is by day, a mild mannered marketing manager in DC, at night, a mild mannered marketing wizard for indie games. She joined the Echoes team in February 2014 in preparation for the big launch at PAX East. She enjoys cats, Korean food, and losing terrifically at board games.
Brandon Ellis, Composer, is a musician who grew up alongside the amazing game soundtracks of the 90's. He is constantly inspired by the incredible breadth of music in games, from upbeat and catchy chiptune tracks to calm and introspective orchestral pieces.
Austin Shannon, Sound Designer, has been involved in numerous anime, cartoon, and video game projects. Most recently he was the main sound designer on South Park: The Stick of Truth. He loves the outdoors and exploring fringe ideas.
$1, THE HELPFUL: A thank you on behalf of the team, posted on our website. Our thanks to you will remain there, enshrined, until the internet crumbles in the year 2090. Maybe you can count this as your good deed for the day.
$10/12, THE ESSENTIAL: A copy of our delicious game, likely in the form of a Steam key. We're projecting a November 2014 release on Windows. 100 Early Bird pledges are available for $2 less.
$20/25, THE CRITICAL: We're going to have a beta come Summer, and this'll get you right on into it. Also includes a key upon release. 100 Early Bird pledges are available for $5 less.
$35, THE ARTISANAL: In addition to beta access, you'll get a copy of the DIGITAL ART TOME, cataloging our journey from terrible eyesore programmer art to beautiful actual artist art. The TOME will include all the sketches/concept work we can dig up, and will only be available to backers at this level and above.
$50, THE AURAL: Everything above plus a copy of the soundtrack. When Mega Man's the feel you're going for, fitting music is about as important as the gameplay itself, and Brandon Ellis aka Cityfires is not one to disappoint. Your copy of the soundtrack will come when the game is released.
All pledges at the $100 tier or above include beta access, the Digital Art Tome, and a copy of the Soundtrack!
$100, THE MASTERFUL: Design your own in-game item! Items are subject to appropriateness (be tasteful!) and balance considerations. We'll get together with you shortly after the campaign ends to work on your item design.
Also, if you choose the $100 reward tier or above, we'll love you forever, admitting you into the circle of BATTERYSTAPLE ULTRAFRIENDS. (Note: admittance into BATTERYSTAPLE ULTRAFRIENDS confers no benefits whatsoever. Maybe we'll set up a special Thank You page in your honor.)
$250, THE INSIGHTFUL: Designing an item not really your cup of tea? How about an enemy instead? Sit with Zach and Chris (probably virtually, over Skype) and tell us what horrible monster you want to see skulking the halls of one of the remaining levels.
$500, THE GENEROUS: Maybe a measly enemy isn't enough to sate your savage thirst for design. Maybe you need to design one of our bosses to really feel like part of the process -- and now you can! Help us figure out what awful beast should destroy players at level's end.
$1000, THE RIDICULOUSLY GENEROUS: We've got two characters left to flesh out. Help us design one of them!
$5000, THE NO ONE IS GOING TO CHOOSE THIS TIER TIER: Seriously, no one is going to choose this. If you do, you can pretty much pick your own reward, as long as it doesn't cost us a bunch of money or our dignity.
Here's that Greenlight link again! If you've come this far, we'd love just a few more clicks. Thank you!
Risks and challenges
Every project comes with the risk that things get delayed or don't come out exactly as intended. To minimize this, we've been working on Echoes since June 2013 off of savings. We made sure we built out the engine and understood the challenges ahead before coming to you for support. Our funding and time estimates are based off of the many months of work we've done to get to this point.
The engine is built and the gameplay is solid. It's time for us to produce the bulk of the game's content.
Together, we can make something great. We're a programmer and an artist with a passion for our work. You're a lifelong gamer with a wealth of experience to share with us. We need your support and we'd love your insight. Thanks for your time!Learn about accountability on Kickstarter
Have a question? If the info above doesn't help, you can ask the project creator directly.
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