Super Untitled Game
Super Untitled Game
We're bringing the action-packed gameplay back from the 90s with invading aliens, big explosions and tense action. Meet the Vikings!
We're bringing the action-packed gameplay back from the 90s with invading aliens, big explosions and tense action. Meet the Vikings! Read more
SUG is an action-packed sidescrolling shooter heavily inspired by the beloved classic franchise, Contra. With a dash of Super Mario Bros 3 and Area 88 / U.N. Squadron thrown into the mix. Sound like a strange combination? Hear us out!
The earth has been invaded by alien forces and it is up to you to defend humanity from becoming consumed by these vile monsters. You play as a VIKING, one of many cyborg soldiers, designed as the last line of defense between the aliens and earth. These cyborgs are humanitys last hope and your sole objective is to eliminate all threats against our survival.
Equipped with a heavy artillery of multiple weapons, you must eliminate every last one of the alien scum. The more you kill, the more material you recieve which can be used for upgrades. Upgrade or buy new weapons at the cyber armory to take down even more and bigger aliens with astounding destructive power. Upgrading your abilities also allows you to explore new areas, previously unreachable.
If you love games that offer a just challenge, features insane bosses, hand drawn pixelart and flawlessly crafted platforming with lots of action, then SUG is the game for you. If not? Well, keep reading and we'll explain why you 'll want to help us make this game a reality.
- Fight your way through seven explosive and diverse levels
- Engage several huge bosses and minibosses
- Explore a world map filled with secrets and challenges
- Find or buy new powerful weapons and upgrade them for even more devastating firepower
- Play either alone or fight alongside a friend and save the world together in local co-op
Every great game needs a hero, in this case heroes. Meet the Vikings. Cyborgs built by the military in 20XX, combining the minds of earth's greatest warriors with the most advanced robotics in order to protect humanity from any and all possible threats. They feature the most cutting edge technology, giving them speed, strength and reflexes that can only be compared to that of the demigods of old mythology.
After the first attempts at pushing back the invaders ended in slaughter, humanity realised that mere humans could do little against the might of the alien forces. Thus the most capable soldiers were given the option to link their brains to a revolutionary computer system in order to put their minds into the most advanced cybernetic soldiers the world has seen.
The VIKING unit has proven extremely effective in combat, being able to singlehandedly take down entire armies and through a combination of a soldiers mind and the latest in combat technology they are humanitys final hope of survival.
Powered by nuclear mini-reactors, these cyborgs have enough energy to fight for decades without any need of maintenace, making them ideal for long lasting warfare. Our last hope lies within these cyborgs! If they perish, humanity perishes with them.
What is a game without its share of insane boss battles? Expect strong resistance from towering, screen-filling bosses that will make your artificial life a living hell. Minibosses, bosses and even über-bosses, all armed to the teeth stand in your way, ready to tear you apart. But remember; the bigger they are, the harder they fall. Just make sure that you are well equipped before going up against these monstrosities!
As the aliens spread across our planet they've started to use earths living beings to mutate into abominations that grow in both size and power. In order to clear an area you must take down these hive queens; a more advanced creature that controls the drones and soldiers of each area. If a hive queen is taken down the soldiers and drones lose their source of reinforcements and can be exterminated.
Each level will feature at least one miniboss and one regular boss. Towards the end of the game you will meet the über-bosses that will test your skill and reflexes to the max. Prepare yourself and be ready for everything that they are going to throw at you!
You will be fighting through seven different levels, each with it's own theme, unique enemies and bosses. You will have to run, gun, climb, wall-jump and jump you way through military bases, highways, tunnels, towering skyscrapers and even through the sky!
We want to make each level as diverse as possible, really separating them from eachother. Instead of creating a heavily story-driven game with potentially repetitive and lackluster leveldesign, we intend to put more weight on creating diverse and non-repetitive gameplay with lots of action and tension.
Our demo level is basically split up into four parts. Each part with its own theme, while still connecting the entire level into one long set piece. We are going to do this with almost every level that we create in order to make each level feel more alive and varied.
To conquer, you will need weapons. Lots of em! Machineguns, flamethrowers, lasers, spreaders, plasmaorbs, explosive shotguns, rocket launchers and many more! Find or buy new weapons and upgrade your existing ones with even more power in order to eradicate the alien scum. But be careful! If you die while equipped with a specific weapon, that weapon will disappear too! Luckily you are able to carry two different weapons at the same time.
Create an unpenetrable energyshield around you, driven by a built-in highly sophisticated and also highly unstable mini-reactor in your chest. While proven very effective in combat, this device also drains quickly, so be sure to use it at the very best of moments!
The very same mini-reactor can also emit an enormous explosion, frying everything around you, making it very useful when overwhelmed by aliens!
The robotics shop is where you will find weapons and spare parts for your Viking. Collect parts from fallen foes and exchange them for credits in the shop in order to purchase new weapons, upgrade existing ones and even upgrade your Viking with new abilities!
SUG is crafted with juiced up SNES-style graphics mixed with modern touches such as multi-layered scrolling backgrounds, particle effects, physics, an overall grander scale and lots of stuff happening on the screen at the same time, not held back by old hardware.
Every aspect of the characters and objects will be polished with fluid animations and detailed design. The backgrounds will be detailed and varied with lots of eyecandy to look at while you get riddled with bullets.
Don't expect to see any repeating tiles. We are committed to creating each level with unique and varied backgrounds throughout each level, in order to create beauty from destruction!
SUG will feature awesome 80s inspired cyberpunk beats that will keep your adrenaline pumping through each level. Featuring music from composer Irving Force and Oscar Myrland (who helped us make the music for our trailer).
Irving Force has an impressive track record within this style of music and we wanted to give the game the sound that reminds the players of the 80's dark arcades, bright neon, smoke and lazers.
Control is key. SUG was therefore created with responsive controls and gameplay as an absolute priority. Precise controls with a fully customizeable button-layout, being able to switch between keyboard or gamepad on-the-fly has been very important to us. Being able to masterfully dodge bullets and do pixel-perfect jumps over lava-pits, where the only reason behind death is your own mistake. As we ourselves despise poor controls and we obcess about the gameplay, being the annoying perfectionists that we are. It was important to us that we created a flexible playable character. One that can wall-jump, slide down on walls, shoot while hanging from a steel pipe and double jump for that extra precision during jumps. We are very happy with the results, but still have alot of tweaking left to do for the final version!
At the drawing-board we decided to focus on making a challenging, but fair, old-school inspired game. No matter if it turned out to be unique or not. We wanted to create a game that we, ourselves can sit down and play hours on end, because if you don't create something you enjoy then the players are not likely to enjoy it either.
As you problably already have noticed from the trailer and pictures above, we draw heavy inspiration from the great Contra-series with a small mix of other games aswell. The idea for the world map is taken from Super Mario Bros 3 and the robotics-shop is inspired by Area 88's / U.N. Squadron's shop-system between each level. Throwing these together we really feel that we have struck an excellent chord and we are really excited to show you how it all plays together.
First off, SUG is not for the faint of heart. This game is built from the ground up by hardcore old-school gamers. It is a brutal, violent, gritty and an unforgiving experience that will make you sweat, cry and scream out in anger or joy when benched in front of your screen at 03.00AM and we hope that you're going to love every second of it. Don't like the screaming, sweating and crying part? Fine. We will have an easy-mode for you to breeze through as well. However, in order to get the true experience you must beat the game on the hardest difficulty to reveal a true ending to the tale.
Remember when games actually dared to challenge you? A game used to have only one hour-ish worth of content before the end-credits rolled. But nevertheless it usually took you days or sometimes even weeks to beat because it was so challenging. We are not looking to make an "epic" dragged out forty hour adventure. We want to create a polished, tight, actionpacked experience that will keep you on your toes throughout.
You will die, a lot. But remember that feeling when playing all those challenging old-school games where you died multiple times on the same boss before finally defeating it, screaming out in joy? That is what we remember and that's what we want to you to feel. The feeling of accomplishment, of knowing that your own hard work and skills got you through it, not hindered by bad controls or unfair gameplay.
Digital Punch is not yet an official company. We are simply a group of three gamers; Andreas, Nicklas and David, who grew up in the 80s and 90s, where videogames consumed most of our free time. We grew up with games like Contra, Castlevania, Battletoads, Mega Man and have been playing games ever since.
We all met at university, studying game design for three years and we've been working together on different kinds of projects ever since our exam in 2009.
Our goal is to make awesome games that fuse together the new and old, making it approachable by both young and older players looking for a challenge! SUG is our first project as an independent game developer and we intend to make a great first impression of what the three of us can accomplish together. Since this is our first project not involving any other parties telling us what to do and how to do it, we are very excited to show the world what Digital Punch is capable of.
Working for free is never easy. We've already sunk alot of our own money into this project, but without any proper funding this game might never see the light of day. We've been working on this project during our spare time until now and we realized that it won't be enough if we are to ever finish this game. Our hopes are to be able to go full-time with this project and release it in 2016.
What about a publisher then? We've had previous good and not so good experiences with publishers, working on different smaller projects. However, during these projects we were working under strict guidelines of how to make the games and in the end that's not how we want to make SUG. We decided to go with crowdfunding since we want to have free hands to sculpt our game the way that we want it and the only feedback that we want is from you guys, the people who will be playing the game.
The design-plan for the game is already finished and we have a stable engine working with a fully playable early alpha demo, with one or even two players. Please beware though that this is EARLY ALPHA and that the level-design, artwork and assets is far from final.
In May of 2014 we attended a retro gaming convention in Gothenburg, Sweden, with thousands of visitors, where we displayed an even earlier demo-version of SUG and the feedback from the people was great, to say the least. This gave us enough confidence to bring this project to Kickstarter.
We've decided to completly focus development on the game itself and not on a bunch of merchandise or fancy-schmancy extras. We don't want to spend time or resources on irrelevant stuff like t-shirts, signed underwear or on posters, taking precious time and money away from creating the actual game. We want to focus on making the game the best that it can be with lots of polish. That's why we won't have any special extras in the pledge-levels except for in-game content!
NOTE: All tiers include the rewards from all previous/lower tiers.
100SEK - Receive a digital copy of the game + A credits mention!
150SEK - Receive a digital copy of the game + A credits mention + Retro-inspired PDF instruction booklet!
250SEK - Receive a digital copy of the game + A credits mention + Retro-inspired PDF instruction booklet + Digital soundtrack!
500SEK - Get early access to the game as soon as it reaches its beta stage + All previous rewards!
1000SEK - Send us a picture of you and we will digitalize it into glorious pixelart and put it somewhere into the game + All previous rewards!
2500SEK - Receive a very special edition of the game with a playable character designed by you + All previous rewards!
NOTE: Stretch goals will be announced if funding reaches initial funding goal.
Risks and challenges
We've been very passionate about this project ever since we started working on it. Alot of the heaviest work is already done and what remains is building upon the already solid foundation, creating new and bigger levels, more enemies, bosses, etc. Basically just filling it with content.
The game's core is finished and we already have the team needed to finish the project so this eliminates a degree of worry right away. We already know what's going into the game and how we are going to approach it.
There's always an element of unexpected complications when involved in a project like this and it's quite hard to predict what problems might occur further down the line. But we know what we are capable of achieving and what we're not. That is why we will mainly focus on realeasing SUG for PC. Porting to other platforms such as Linux, Mac or consoles will add alot of extra cost for this project. But we'll dive more into that if we ever surpass our initial funding goal.
As it stands today, our biggest issue is the lack of funds to take this project any further.
We have backed several projects ourselves here on Kickstarter and some projects never seem to be finished. Unfortunately some developers just seem to take the money and run, mostly because of bad planning or because the project turned out to be far to big in scale to ever complete with a smaller team.
That is why we don't want to take on too much and keep the game fairly simple and small, keeping it to the approximate size of similar games on the SNES.
We are confident that with our previous experience in creating games, we can create a polished and fun experience for many people to enjoy!
Thank you for taking the time to read through our Kickstarter. Now go and try out our early alpha demo! What are you waiting for?Learn about accountability on Kickstarter
- (30 days)