Galaxy Chomp is a roguelike-like pilot 'em up space adventure. Swap out parts and buy new ships to overcome any obstacle!
EDIT 1: Here is a gameplay video in which Kevin explains some of the core concepts in Galaxy Chomp. This is very much alpha, complete with placeholder graphics and sounds, so please try to keep that in mind.
What is Galaxy Chomp?
Galaxy Chomp is a roguelike-like pilot 'em up space adventure.
What is a pilot-em-up? OK, we just made that up. A pilot 'em up is kind of like a shoot 'em up, except without all the shooting.
You see, in Galaxy Chomp, you pilot your ship from a top-down perspective, much like many other spaceship-y games. Much unlike many other such games, however, you do not control your weapons. You do HAVE weapons, sometimes in great supply, but they handle the targeting and firing themselves. All you have to do is fly your little ship through space and not get killed. How hard could it be?
In addition to the more tactical ship-controlling work, you'll also be handling more strategic problems like which ship parts to equip, powering your ship, and so on. Do you engage that massive enemy fleet and try to wipe them out? Do you fire up your warp drive and blast past them? Perhaps you try to slip by unnoticed with your cloaking system. If you do fight, what kind of weapons do they have? Is your ship properly equipped to defend against them? Don't be the one who brings shields to a missile fight.
Broadly speaking, your goal is to collect some items scattered throughout a randomly-generated galaxy and bring them back to your home galaxy, which is being invaded by some seriously grumpy aliens. To do this, you will buy new ships to fly, upgrade them with tons of different parts (weapons, defenses, sublight engines, warp drive, other stuff...), refuel at stars, combat a wide variety of enemy ships, keep your ship powered, and more!
To collect all of the items you need for your quest, you will have to travel to the far reaches of the galaxy. The farther out you get, the more dangerous and untamed the galaxy will become.
As stated above, Galaxy Chomp has aspects of roguelikes. This means that if you die in Galaxy Chomp, you also die in the real world. Well, that isn't really true, but you DO have to start a new game. Death is permanent in Galaxy Chomp. The game is tough, and doesn't want you to win. At first, you might just try to get farther out from the galactic core than you did last time. Before you know it, though, you will be saving the galaxy and shooting for ever higher scores.
While the gameplay itself aims to be pretty hard, the interface shouldn't be. Galaxy Chomp will be easy to jump into, but it will take experience (and a little luck!) to master the game.
We need your help!
Right now, Galaxy Chomp is a prototype. This means that we have a basic engine framework setup, along with some of the gameplay and some early, placeholder graphics and sound effects. To turn this pile of ideas and code and hopeful dreams into a game that people can actually play, we will need money. In Galaxy Chomp, the currency is waffles. Unfortunately, we need the far-less-interesting "US dollars" to make this happen. We are asking for this money on Kickstarter in the hopes that we can make this game a reality while also getting tons of valuable feedback, and all from people who have a real interest in the game. As you might have guessed, this is where YOU come in. Please check out all the sweet rewards over there on the side of the page, and if you like the sound of this game, pledge some money towards the cause.
Where will this money actually be going? (aka The Budget)
- Kickstarter/Amazon fees - $1600+
Kickstarter and Amazon will take their cut of whatever funds we raise, which will be at least around this amount.
- The Man - $2200+
Taxes and such.
- Steam Greenlight - $100
We have a couple of games on Steam Greenlight already, but they were added back when it had just started and there was no fee. Now, however, we need to pay a fee to start adding new games, the first of which will be Galaxy Chomp!
- Rewards fulfillment - $100
We will need some money to create and ship the physical rewards.
- Salaries and development costs - $12000+
The bulk of the funds raised will be going here, of course.
- Additional awesomeness - $???
More music! More sound effects! More GRAPHICS! Polish! Bug-testing extravaganzas! We want to make Galaxy Chomp the best game that it can be! This is an extension of the above item, plus stretch goals. The more money we raise, the more we can do with the game!
So what happens when we get successfully funded?
We start working on the game full steam ahead! Some rewards will go out pretty soon after the Kickstarter funds. Some will have to wait until the game is finished, and some will come a little after that. If you pledge $10 or more, you will get your own copy of the game once it's ready.
If you pledge $20 or more, you will also get to participate in the closed beta. We can't say exactly when that will happen, but it will hopefully be sometime this summer. Obviously, we will notify you when the time comes. The beta will be available on both Windows and Linux.
The tentative release date for the game itself is November of 2013. A variety of things could change this, including possible stretch goals from this very Kickstarter, so stay tuned!
Here are some tentative minimum system requirements:
- Windows XP/Vista/7 (32 or 64 bit)
- Linux. Any (32 or 64 bit) distro from the last 2-3 years should work. Needs glibc 2.11 or newer.
Processor: 1.8 Ghz
Memory: 384 MB
Video Card: Card made within the last 4 years or so. Integrated graphics may or may not work. (All tests with integrated graphics have been fine, we just hesitate to promise, because sometimes integrated graphics can be funky.) Needs to support OpenGL 3.0 or newer, OR the framebuffer object extension (GL_ARB_framebuffer_object).
Hard Drive: 240 MB free space
Some notes on OS support:
This will be our first Linux release. We already have a binary compiling and running that should work on any semi-recent distro, but this will definitely be receiving some extra TLC during beta to work out any possible kinks.
We would LIKE to support Mac OS X, but aren't promising that yet. We have no Mac anythings, so we really need access to some hardware to make this happen.
Kevin Wells - Game Design/Programming/Graphics/Music/Sound Effects
Kevin has been developing games for years on calculators, computers, phones, toasters, and anywhere else a game might fit.
Aneissa Wells - Playtesting/Game Design/Graphics/Writing/Idea Woman/All-Around Help
Aneissa is Kevin's wife, and the most critically important member of the Cheese and Bacon team. Without her, the whole crazy thing would come crashing down, and Kevin would probably forget to eat.
Galaxy Chomp's website is located at http://cheeseandbacon.org/galaxy-chomp/
Questions? Comments? Other stuff? Shoot us an email at firstname.lastname@example.org
Follow us on Twitter: @cheese_bacon
Risks and challenges Learn about accountability on Kickstarter
Obviously the biggest risk is that this Kickstarter will fail and we won't be able to get enough funds to support the game's development. You can help us out with this one...
Additionally, a lot of the initial costs of developing a game (boring stuff like menus and save games and font rendering systems, and so on...) have already been taken care of, as we have spent the past 6 months developing an engine that Galaxy Chomp and our future games will use.
We have released a couple of other games commercially, so we have some experience with the aspects of releasing a game that don't involve developing it.
Our two previous releases are:
A Windows-only PC game called Hubert's Island Adventure: Mouse o' War. It's a 2D platformer.
An Android game called Bit Beast. It's a virtual pet, much like the popular keychain pets from the 90s.
That being said, we hope to release Galaxy Chomp on more digital distributors, such as Steam, and this will definitely require some more work.
Mac support is a little different from Linux, because we don't actually have a Mac. We can probably get some limited access to one, but what would really help is to get ahold of some hardware. We might make it a stretch goal and just buy one so we can finally add Mac support to our engine, but we'll see. No promises at this point, but if we can get access to a Mac, the game should be pretty easy to build for it.
Have a question? If the info above doesn't help, you can ask the project creator directly.