The Tapping Dead 2 is a one-touch mobile action platformer. It follows the actions that took place in the original game where Alice, Bill, Andre, Mark and Darren tried to survive a zombie apocalypse by tapping the hell out of the city.
In The Tapping Dead 2 we will be introducing additional mechanics to the core One-Touch mechanic, an story that will develop in-game (real-time) and the level editor.
Our heroes managed to gather supplies and flee the city. But something went terribly wrong and they ended in the middle of the woods. Darren is the most experienced in this environment, but he’s missing, the supplies are spread thin and death is just around the corner… or the next tree.
Alice and Bill must reunite the group, It just so happens that we have been reading a lot of “A Song of Ice and Fire” (Game of Thrones) and you know what that means to main characters and to the story itself.
In the first game the budget was… well non existent (we developed the game with a cracked iPhone and a 50 buck Android). We focused on the gameplay and left behind a couple of nice features that we want to bring to this sequel along with new ones that we have been talking about over the past months.
In this new game we will have 3 modes of gameplay, that may be exclusive for some levels or mixed in others.
We want to preserve the Core Gameplay from the original game where timing and reaction are the key. Your character will move forward, will follow a path and you have to help it to avoid it’s death by tapping the screen to make him stop/walk.
There are 4 differences with the original game:
- The story will be developed in-game
- You can interact with other objects in the scenario. They can block the path of the zombies or they can simply explode killing anything near. Be careful!
- The path that your character follows may change
- Bigger scenarios
There will be some situations where there is simply no escape, no running, no jumping, no tapping can save your ass.
An adrenaline rush will flood the stage, time will slow down giving the player additional seconds to plan an escape.
While in Panic Mode the player will be able to manipulate the level entirely. He can move a ladder and place it next to your character so he can climb to a safer place. Or simply drop a platform over your enemies to squash them off.
Sometimes the only way to get trough certain situations is with a some
help, clear your way around by summoning zombies that fight for you.
Strategically place zombies with different abilities to aid you in smashing or blowing things up and clear your path. You can capture them trough the game and have an army at your disposal.
We feel that with the simple mechanics the game offers, anyone could make a level for it, so we are also building a level creator. You will be able to use the game assets and mechanics to build your own challenging scenarios. Initially we are going to release it as a Facebook Application, so it will be easier to build and edit maps using a mouse and a keyboard.
Players from all the platforms where the game get released are going to be able to play these custom maps, rate them and post comments. Leaderboards for each map, and a ladder with the top played maps. In time we are going to reward the best ass kicking maps with in-game prizes.
For the first game there were 150 levels available with a progressive learning curve, allowing casual and hardcore players to enjoy the game.
For TTD2, the levels will be longer and will be more focused on the story development. We are going to design 25 levels for the first release with a lot of replay value, for your enjoyment.
We do believe The Level Editor will bring more fun and will allow our community to create new experiences within the game engine.
Crazy Cricket is a 2-man game studio in a rustic (and rusty) office in San Antonio, Texas.
Why these two Mexicans choose this location to open their game studio, just god knows. But their first game was critically acclaimed for it’s simple mechanics, challenging design and cool music. ( try it here: ios / android )
Rodolfo has been a developer for years, worked for many advertising agencies in Mexico City until one day he went nuts, packed his laptop and joined Cesar, who works as a digital art director and already was located in Texas.
Their goal is to make fun games (without starving to death in the process).
The Tapping Dead 2 Coverage (a big thanks to all!).