Frikin the Laser Shark
A 2D underwater bullet hell shooter developed by Salty Duck Studios.
Frikin the Laser Shark
A 2D underwater bullet hell shooter developed by Salty Duck Studios.
This project will only be funded if it reaches its goal by Tue, August 27 2019 10:30 PM UTC +00:00.
Frikin the Laser Shark is a 2D bullet hell side-scrolling underwater platformer. Frikin is just your ordinary tiger shark with an every day laser strapped to his head. You know, it's a tail as old as time. The game consists of 8 worlds to complete, all with different themes and unique bosses in each world. The worlds contain 3 levels filled with deadly hazards, enemies and a mini-boss lurking somewhere in its depths. That means there are 8 mini bosses and 9 bosses! Wait, 9 bosses? Yeah, the final boss is too grand for it to be inside of a world, so he gets his own area where you have to battle him. The game also contains multiple weapons to collect along your journey.
You'll be able to collect 8 weapons during the campaign and an extra secret weapon, if you can find it. These weapons will definitely be helpful on your journey under da sea.
The player will be able to collect a weapon after defeating a boss. Each weapon has an element of the boss built into the weapon. For instance, the first main boss you fight is Octoboss and after you best him in combat you are gifted the tracking laser. The tracking laser is one of Octoboss's many weapons. He has 8 legs all for holdin' guns, so naturally one gun would have lasers that seek you after being shot. The weapon he drops after he is defeated is a laser that tracks nearby enemies and hones in on their location. Since you don't have to aim the gun, it does slightly less damage than other weapons, but its great for that hard to reach sniper hiding in the back behind hazards or enemies.
Being underwater posed some challenges at the start of production. We wanted to create the feel of being underwater. It took many hours of balancing the weight of the player with gravity along with his movement speed to create the feel of swimming. The movement is in a good state, but tweaks will take place during production to get the best feel we can create.
Throughout the wolds there will be some secrets for the player to find as well. These secrets will take the form of secret bosses, rooms or encounters that will aid the player in their journey if they can defeat them. The player will need all the help they can get to take down the dreaded mustache of evil known as Frakin!
Frikin, our hero, has to wade through all levels, enemies and bosses to stop Frakin, the "Flame Throwing Mechanized Mustache Shark of Evil". This game is chalk full of baddies who want to take Frikin down. It’s a bit of a contest between them to see who can take him down first. Hopefully, you can best them so you can move on to the much more challenging enemies, er uh....bosses. I'm sure you'll do fine. Its only a bullet hell.
We've been working on these enemies since the beginning and these enemies in particular are the first in line to get a better coat of polish. Animations! These little baddies got their first set of animations and they really make them come to life. The rest of the enemies will be following in their brethren’s footsteps, but it will take some time to get them all their own animations.
We have a bunch of enemies that are going to be added to the game, if not already added, that were not shown in any content on the Kickstarter. These enemies are in their functional forms or they are still in the testing phase of development. Enemies that are going to be in the game along with some functionality:
- "Undersea Raptor" - A raptor in a divers helmet that fires a tracking projectile that explodes into shrapnel (also projectiles)
- "Buff Muscle" - A super ripped muscle that chucks anchors at the player and then boomerangs back to the enemy
- "The Diver" - Just a regular guy in a scuba suit, he really likes sharks, and fires a harpoon. If it hits, it pulls the player towards the diver‘s location
- "Ray-K47" - A stingray with a passion for heavy guns. It wields two large machine guns that fire in a sign wave pattern, sporadically, and he has a LOT of ammo
The handful of enemies that are still in development with go through an internal play-testing process before we start to implement them into the levels. After we decide the enemy is ready, we will need to place it into one of our worlds so players will be able to encounter them from there on out.
Open Ocean will be a game mode that will be added to the game some time after the launch of the main game. This new game mode will plop the player into a procedurally generated level and all the rooms, enemies, weapons and bosses will be chosen at RNJesus' discretion. You could end up with an easy path, be given very late game weapons and fight one of the mini-bosses. On the other hand, you could encounter a bullet-hell filled nightmare, be given no weapons and have to fight the final boss. That's just the amount of randomness we want to have in this new game mode. Along with this new game mode we will be adding in tons of new weapons and bosses for players to encounter to add to the randomness. The total number, as we stand now, but this is subject to change (aka: add more), sits at 30 NEW lasers for the player to find and 12 NEW bosses to fight. That brings up the totals to 39 Frikin lasers to kill things with and 22 bosses to attempt to kill.
Our initial thoughts for Open Ocean's release is about 6-7 months after the release of the main game. That would put Open Ocean's release at about Sept.- Nov. 2020. The reason for the later release is to focus everything on making the best base game with the best campaign we can develop. We don't want to take resources away to work on a second major game mode along side the main campaign when we can wait to have all hands on deck. We have a fairly solid frame-work for the new game mode, but it needs more work and a lot more development before it’s ready for testing. We hope you understand our decision on the release of this game mode.
The Layout: The level will be generated as you start the game. The rooms will be randomly selected pre-built rooms with spawn locations for enemies and hazards. Enemies will be randomly selected from different tier pools depending on the room itself, the number of bosses encountered, and level of the player. This will allow for a chance for the player to face more powerful enemies or even less powerful enemies. Hazards and traps will be hand placed in the rooms to ensure they function as intended. Players will need to complete anywhere from 8-14 rooms before they face off with a random boss. Do you have the faith in RNJesus?
The Shop: When you complete a level in Open Ocean you will be given a special reward called a "sand dollar" that will be refundable in the shop. The shop will appear after you complete a level or a run comes to an end because of an untimely death. This currency will be used to purchase items in the slot machine that initially spawns 3 items. More reels can be added to the slot machine by purchasing that bonus in the shop but we'll discuss that in the next section. There will also be a bank to store items. This will be a storage container where the player can place an item or weapon that can be used on a different run. This will also be the location to store your currency if you want to save everything you have currently to make it rain on a single run. The shop will be the only resting point between levels in the Open Ocean game mode and where you purchase different upgrades if you so desire. These upgrades come in two varieties. The first variety is run based and the other are permanent items.
Run Items: The items that are run based will be used only on that run. These items will be things like weapons, items, or modifiers. The weapons give you a random gun out of the pool and you can use it or leave it behind. Items consists of things such as spike armor, do damage to enemies on collision, and rusted coin, chance to spawn an extra chest, so these can change things up in their own ways. The modifiers are a bit different. You can choose an optional modifier that gives the player an added detriment to their next level but if they complete the level they gain bonus rewards. Examples of these modifiers are "Mini-me's" where enemies spawn smaller versions of themselves when they die. Another example is "Pinball" where all enemies knock-back the player on collision to a much more violent extent. These can get crazy to a point and will offer major rewards if you're able to complete the level with them tacked on.
Permanent Items: The second type of items you can purchase are permanent items that stay with the player from play-through to play-through. These items can be anything from giving the player more health, making their weapons do more damage, or increasing their moment speed. You can also purchase upgrades that help you in other ways. As we started to say earlier, you can purchase more wheels for the shop's random item slot machine and re-spins if you don't like the drops. You will also be able to purchase more slots for the bank. Save up those teeth and get yourself something nice!
Currently this game mode is not completely defined and will be defined when we get closer to release of the main game, after a majority of the items are completed, we will have more updates. Once the game mode is 100% defined, we will be posting a full description on our website, here on Kickstarter, and our social media accounts. We want to be transparent on everything we do especially with this game mode and we want to make sure folks are able to see what we plan on making our Open Ocean game mode. Follow along on the development for this game mode and maybe you'll be able to add some of your own ideas!
If our initial Kickstarter goal is reached Frikin the Laser Shark will be fully released March 2020 on Steam (PC and Mac). We have more goals that would be awesome to add to the game if folks are feeling generous with their pledges. The new content that will come from these stretch goals will come in the form of free DLC to all Kickstarter backers. If these stretch goals are met, they will be implemented after the initial release of the game ideally the same time as our Open Ocean mode will be released. The times release times for some of these stretch goals are subject to change.
- Goal Met - Our initial goal has been reached and the game will come out March 2020 on Steam (PC and Mac)
- New Game Plus - Start the game all over again all your stats buffed up but the enemies will be tougher (released after the initial game before but Open Ocean mode is launched)
- Banjo Kazooie Voice Acting - We parody the character voices from game such as Banjo Kazooie to give out game some added flavor! (released with the standard game)
- Boss Rush Mode - A new game mode where you fight boss after boss (~10 in total) with limited healing items for an extra challenge. The bosses in this mode will be a mix of Campaign bosses and Open Ocean bosses. (released about the same time Open Ocean mode is released)
- Another World - Add an extra world to the game. That means 3 Levels, 1 mini-boss, and 1 campaign boss for a total of 9 total worlds (released after the initial game but before Open Ocean mode is launched)
- Another NOTHER World - Add an extra EXTRA world to the game. So that would mean an extra 3 levels, 1 extra mini-boss, and an extra campaign boss for a total of 10 campaign worlds (released along with "Another World" after the initial game but before Open Ocean mode is launched)
- Hats for.... Sharks - Costumes for Frikin that give him different skills and make him look fly as heck! An example of a skin would be a whale shark skin - larger sprite/body with more health. Another example would be (released about the same time Open Ocean mode is released)
- Frakin Mode - Play as Frakin as he recruits the bosses and enemies to his army to use against Frikin. This would be a prequel campaign with remixed/harder variations of regular game levels. (released after Open Ocean mode is released)
- Xbox Release - Release the game on Xbox One. (released after Open Ocean mode is released)
- Switch release - Release the game on switch. (released after Open Ocean mode is released)
You can add extra rewards to your current pledge if you desire. You don't need to adjust your pledge tier, just add the amount and we'll see the amount and a note from you when you submit the survey later in the campaign.
- Add $10 - Additional key of the game for your friends
- Add $20 - Exclusive poster
- Add $25 - 3 Additional key special!
- Add $30 - A Frikin the Laser T-Shirt
- Add $50 - A Frikin plushy
Its pretty far down the page but we want to say hello, welcome and thank you for checking out our Kickstarter from all of us at Salty Duck Studios. We are a group of fairly recent graduates that wanted to continue making games together. This whole project started as our capstone project back in May 2018 where we had to make a base game in four months. We ended up with a skeleton of the game we currently have today. After we graduated, we decided we wanted to take Frikin the Laser Shark to a Steam release so we stayed together to complete the project. As game designers and programmers we quickly realized we didn't have much artistic talents internally so we had to leave the nest to find some artists to help our game come to life. We found our first artist pretty quickly as she created some assets for us previously. The second artist we had to search around to find someone who fit into our minimal to non existent budget as well as had the same passion for creating as the rest of us did. Don't worry, we were able to fine everyone we needed to fill out our little team. Sometime later we decided that if we were going to develop the game ourselves we should just publish it under our own banner. That way, we would have a studio to publish other games when we finish this title. We set out with the main goal to make fun games, have fun making them, & make good friends. Then Salty Duck Studios was hatched.
Frikin the Laser Shark is the first title we are developing under our own studio since we graduated. We need a little help getting the game fully realized, we have payed out of pocket for everything and are racking up some dept that we would be great to pay off. The goal we've set forth will get the studio completely out of debt as well as give us the ability to pay the team for their time they put into development, somewhat anyway. If this Kickstarter campaign fails the game will still continue to be developed. The main change will be the release date will likely be pushed back. The team has the desire to make this game no matter the cost but it would be greatly appreciated if we would get some help.
Whether you’ve backed us or not, we want to thank you for your interest in our project. We will continue to work on the game throughout the Kickstarter experience and we continue to post updates through our social networks. Our dream is to create games that folks around the world will enjoy and this is the first step towards that dream. Thank you for being a part of that dream. Thank you from all of us at Salty Duck Studios!
Click the images below to check out our different social media platform to stay up to date on the development process of Frikin the Laser Shark!
Risks and challenges
Making a great game is hard. Its Frikin hard! The design, art, tech, and music need to all mesh together to create one cohesive experience. Above all that, it takes time. Tons of time! Like even more time than you'd think (or we thought). It makes since why games take forever to come out! The biggest risk is that Frikin the Laser Shark will take longer to publish than anticipated. If our schedule falls through and we run long on our production time, cash flow would become our biggest issue. If it came to it and the cash pile ran completely dry we would pool together our remaining funds and attempt to find a venture capitalist or publisher to get the game done. We will do whatever it takes to get this game completed! This is a game that our team fully believes in and we will do whatever it takes! Lets hard pivot from all this failure talk if you please. Salty Duck Studios is a young company full of young people who are hungry to make this game and get our name out! We work as a team, we know what we need to do to get this game finished! All we need is a little bit of help!Learn about accountability on Kickstarter