An action-packed 2D platformer-shooter, complete with explosive bees and a multiplayer-capable level editor.
An action-packed 2D platformer-shooter, complete with explosive bees and a multiplayer-capable level editor. Read more
He enjoys running, jumping and shooting.
What is Abacus?
Abacus is a 2D platformer-shooter with multiplayer support, akin to Liero or Soldat. Think real-time Worms, multiplayer Cave Story, or Super Mario World with guns.
My primary goal for Abacus is for it to be fun - otherwise, what's the point? To this end, I intend to make sure the game is fast-paced, action-packed and generally pretty chaotic!
Story mode will be packed with unlockables, secrets, and puzzles, with challenges to suit even experienced gamers. And of course, what retro platformer-shooter would be complete without boss fights?
The multiplayer game modes and level editor should also add significant replayability.
As a minimum, you can expect:
- Single-player / co-op story mode
- Multiplayer deathmatch mode (LAN / online)
- Multiplayer-capable level editor
- Customisable game parameters
- 10 different weapons each with an alternate-fire option
- 9 unique levels using 3 different tilesets
- Multi-resolution support
- Customisable controls
- Windows, Mac and Linux compatibility
- Weekly development updates
I have a lot of ideas for this game, and if time allows I intend to pack in plenty more awesome features, such as:
- More game modes (e.g. Capture the Flag, King of the Hill, Tag)
- More weapons
- More levels
- Weapon upgrades
- AI players
- Controller support
- Local multiplayer
What does the game look like right now?
I have been working on Abacus for 1 day a week since February 2015. In this time I have developed everything from scratch, including the entire game engine with lag-resilient multiplayer support, the level editor and all of the graphics.
Currently the game features one deathmatch level containing four different weapons. Players can easily host and join multiplayer games from the main menu, and access the editor which can be used to change every aspect of the level, from size to spawn positions.
I have successfully tested the game with six players so far, but in theory it can handle even more than that.
Here are the weapons currently available:
A fast-firing crescent launcher.
Floating bombs that can activated at any time to stun nearby enemies.
Deploys explosive bees that can be controlled by the player.
Fires a rainbow…? This one’s a work in progress.
What's so special about your game?
There are plenty of 2D platformer-shooters out there, but how many make use of a retro style, were developed with online multiplayer in mind, and let you shoot your friends with a guided bee launcher?
I believe that Abacus is filling a space in the gaming market that is sparsely populated at best. Most similar games are abandoned and outdated, and lack many of the bells and whistles that many of us have come to expect from modern games.
My aim is to bring a modern touch to a classic genre in order to create a game that is slick, packed with features, and full of charm.
Why should I trust you with my money?
Firstly, I already have a fully playable game. The goals I have set are entirely achievable, so a good portion of my time (and therefore your money) will be spent adding awesome new features.
Secondly, I have a proven track record. I have made popular mods and levels for numerous games, including Liero Xtreme, Super Mario World, Doom, Diablo II and Morrowind. I am a professional Software Developer with a First Class degree in Computer Science. I have been making games as a hobby for over ten years. And finally, I have worked full-time on a game before (Ampersands for Android) and successfully released it to the public.
Lastly, I am indie to my bones. That means no DLC, no DRM and no microtransactions. The game will be reasonably priced, it will be polished, and it will be developed with gamers in mind - not customers.
Where will my money go?
- Roughly £1500 will go towards Kickstarter fees: 5% of the total, plus a payment processing fee per pledge, which is roughly 5% again, assuming pledges of £10.
- £1000 will go to my music-producing friend Charlie Lockwood in exchange for an awesome soundtrack! To give you an idea of the quality of his work, he made the music used in the project video.
- The remaining £12,500 will fund 1 year of me working full-time on the game.
If I exceed this target, I will continue working on the game to add even more features. If, by some miracle, I exceed the target by a significant amount, I will consider hiring an additional programmer or a graphic designer.
This sounds great! How can I help?
I only have 30 days to reach my funding target, so if you like what you see, please, please share it with your friends - I can't do this without you!
Thank you for your time.
Risks and challenges
I am confident that I will be able to keep myself motivated; were I to get funded, I would consider it too valuable an opportunity to be wasted. Game development has always been my passion, and I want that passion to be evident in Abacus.
The main risk as far as I’m concerned is that I won’t be able to add in as many features as I’d like. As I said, I have a lot of ideas for this game, and I will spend every day working towards implementing as many of them as I possibly can.
On a practical level, I will continue to make frequent backups to minimize the risk of data loss.Learn about accountability on Kickstarter
- (30 days)