About this project
Gore Ninja is a sidescrolling action game being developed by two of the handsomest and humblest game developers on the planet. It is the result of years of daydreaming, doodling, and gaming, and the culmination of months of coding, drawing, painting, sweating, bleeding, formatting, crying, laughing, and et cetera-ing.
Gore Ninja is an answer to us absolutely hating virtual buttons on touchscreens, and hating games where our fingers block us from viewing the action. We were inspired by games which produced a single action no matter where the player tapped on screen and embraced the idea that characters can move without needing player input to run; so we felt the ideal game for a team of two to tackle would be a runner.
But instead of churning out a runner clone, we took an original approach to make a game where the player fights enemies rather than simply jumping platforms. The premise is simple: make a split second decision and hope it's the right one, until you make the wrong one, ideal for the moments in everyday in life when you need a short burst of gaming.
The game is essentially a study in the increase of sensation and tension. The game experience is intended to be short, but very intense on the senses, and that is where our game stands out from the crowd; increasing more than just the game character's speed.
It is also a study in why bloody, violent action can often feel so unrewarding in some games which give the player too much too soon. In Gore Ninja, As Norio defeats more and more enemies he goes up in level, and with each subsequent level the game becomes more intense with the sensation, and the brutality of Norio's attacks become more aggressive.
All of the frames of animation have gone through a unique process of animation. They start in the computer with all frames being blocked out to ensure great timing and smoothness. Then, the animation sequences are layed out and printed onto ultra thin slabs of trees known "paper." The frames are then traced in pencil and scanned back into the computer to be inked and painted.
(Even after 12 years of off and on painting with a tablet, nothing beats looking at where your drawing device meets the medium, especially when you have been using a pencil for more than twice that time.)
Here is a pencil drawing from the intro sequence featuring the "Ikaru Clan" in all their giant eyebrowed glory.
Here is a scanned image featuring animation frames for the standard death sequence layed out on a single sheet of paper. It is an unconventional approach, but it was ideal for our pipeline and needs.
Animation frames for a leveled up death.
The backgrounds are painted by the insanely talented concept artist Chris Drysdale, and his work is bringing a level of style and substance not yet seen in background art on any mobile game.
Originally there were three concepts for our backgrounds, and of the three we decided on the night scene in the cherry blossom forest as our setting. But our ultimate goal is to get all three funded, created, and into the game, and to then give the player the option as to which level they play on.
One of our goals at Fancy Octopus is to avoid the all too common sterile relationship between the developer and fan. Kickstarter embodies the very personal relationship we want to have with our fans on each and every project we ever release, and to put it simply, we could go to a bank, but that isn't as fun as getting prospective fans involved.
We have spent almost no money in developing this game, but now we need to. It is generally a bad practice to release a game to a specific device without testing it on the target hardware first, so we need to purchase iPhones to replace our outdated ones, and iPads. We also need funding to get more art made for the game, to cover legal fees, and to replace a computer which is about to catch fire at any moment.
You may be asking yourself if this is a crazy time to be asking for funding for a project while you have all of your holiday shopping to do. And the answer may be true, but this is where development has taken us and we can't wait any longer to get backing. But surely in the spirit of the holidays nothing will warm your heart more than funding our project.
If we reach our fundraising goal you can rest assured knowing that additional funds would go toward the betterment of Gore Ninja. We do need a new second computer; the one it would replace is slow and a family computer, but in no current danger of catching fire (I hope.) We also need some new hardware to streamline the animation process. We also have plans for exclusive game modes featuring unique art, but we don't want to put the cart before the horse in terms of content unless we have excess funds to throw at these hair brained ideas.
We would like to thank you from the bottom of our hearts for taking an interest in our game, and we hope you will consider backing our project and helping us see our dreams through to fruition.
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