Liz must stop mergers with the GEC, a monopoly funding "Happiness."
- 9 companies to break into, delivered in sets of 3 that you can tackle in any order, including a hub world linking them all together.
- A lot of movement options, both classic and new. Dashing, dash jumping, wall jumping, dash wall jumping. Along with a grappling hook, free climbing fences, grabbing ceilings, dive kicking, rail grinding, and more!
- Special abilities that are either tied to button combinations or have their own dedicated buttons.
- A combo meter to shoot big lasers, dash through enemies, and overall look very cool with.
- Shop for upgrades and find armor that displays visually, including heroic scarves and very red neckties.
- Cool weapons like baseball bats and halberds.
- Lots of powerups and exploring!
- A colorful cast of very normal well-adjusted everyday CEO's to argue with.
GIGABUSTER will be launching on Steam with Windows, Mac, and Linux versions. We're also planning on being available on Xbox One, but more on that as development progresses!
Because the game is made with Construct 2, it can't be exported to the Switch. But, if the stretch goal is met we will be able to get a port done. If not it will depend on the success of the PC version.
A Switch port will be possible if we can meet a $50,000 goal.
And you can wishlist us on Steam by clicking below!
GIGABUSTER will get you in and out of the action as fast as possible. All dialogue and cinematics are skippable, including the intro stage for repeat playthroughs. You start the game with an array of abilities, including airdashing, double jumping, auto-charging, etc. The movement will let you toss yourself around levels as fast as you like. Upgrades will only expand your basic abilities further. If you'd like to give it a spin, you can try out a demo version of the game at: https://gamejolt.com/games/GIGABUSTER/340754
After the sudden disappearance of the CZEVY corporation's CEO, the position fell to his son, Lou.
A change in direction followed. The company invested heavily in GI, an advanced form of artificial intelligence, acquiring the NUN research company and beginning work on the "Happiness" project.
The process was wrought with problems. Delays, bugs, erratic behavior. These problems were ultimately solved when Lou proposed using another human as a canvas for the GI's personality. Happiness became a pet project of Lou's.
A year later, Happiness became a powerful tool for CZEVY. So powerful, in fact, that outside investment began pouring in. And just as NUN was poached by CZEVY, CZEVY became the target of much larger, more powerful companies. Lou lost control over it.
This resulted in several mergers, narrowing down to three other global corporations. The resulting 4-way merger completed, and the GEC was born. Lou lost influence, becoming one of four heads in the new company.
As time passed, the GEC's true motivations crept to the surface. While GI was a powerful tool for running companies, it would be even more powerful for running governments. Despite Lou's protests, calling GI too unstable to be involved in governance, The GEC's outreach earned it a meeting with Mayor Fuon to sell him on GI's usage in the future of his city.
But someone within the company has other plans. Lou, still the public face of the GEC, stands at the mayor's office with his life's work, Happiness, waiting to begin their highly televised meeting.
Unfortunately, there's been a slight delay, as he convinced an unexpected guest to join.
Someone very important.
"It'll be easy. All you have to do is aim and pull the trigger"
We are aiming for a Summer or Fall 2019 for release. Roughly the second half of the year.
Waller. I'm an artist who makes games. I live in the US on the east coast, and have been drawing most of my life. I've worked on a couple other small indie games, and helped out with others.
Jasmine is the composer. She fills games with music. Lots of games. Lots and lots of games.
I'm a big fan of the speed and ease of access in the Megaman X titles, the combat of the Zero games, and the quick and digestible structure of both. I always found myself wishing there was a happy medium between the two, and wanted to create my own game that merges my favorite aspects together, to make a game that scratches my own itch. Hopefully this game serves as a window into my own likes, and possibly even yours!
The Harbor stage will be filled with green graffiti, styled after its boss' SHARK gang. At this tier, you'll get to add your own to the stage, which will include either a word or short phrase, coupled with some type of small drawing. It may also include some scrawl to obscure it enough to fit in with the stage's aesthetic.
- Employee of the Month
You did it! Wow! Very nice.
You are now a face on a plaque which is selected at random from a hat every time someone enters a shop.
You can either send me a photo of your face, or you can describe what you'd like to look like. I'll use technology to transfer your flesh into the game so you can be a plaque.
Your face will appear at random. Someone else's might be put up too. It's random.
Sometimes the plaque might not even be on the wall. Maybe it'll be on the pile of junk in the back. It's an honor.
Throughout the game, you'll find NPC characters walking around in both the hub world and stages. These characters are all optional, meaning you can play the entire game without interacting with them. At this tier, you'll get to design one. However, these will have to fit with the theme of one of the game's factions. Luckily, the game has a large cast of character types, and isn't limited to just robots, so this should be a fun category.
There are possible additions to how NPC's appear, such as being added to the hub world randomly as you complete their respective stage types (completing the asteroid stage adding astronauts as possible NPC types in the hub world, for example). These particular NPC's may not be talked to. There will be multiple areas of the game where NPC's will congregate, but for now this includes the City (opening stage), Harbor (SHARK stage), Oil Rig (demo stage), and hub world. There will likely be additions to the NPC locales as we get further in development. The playable demo also includes some NPC's in both the hub world and oil rig as small examples.
These NPC's are mostly to make the stages and regions feel lived in, as part of their respective corporations and companies.
While this will not be part of the main armor upgrade path, this reward will be a special scarf hidden away in one of the game's stages. As always, I'll vet these to make sure they're minimally within the realm of possibility of the game, but I'll be interested in your ideas and we'll see what we can work out! Try to think of something cool.
And finally, rewards will definitely be vetted. I'll reserve the right to turn down certain rewards if they're deemed too offensive or in poor taste.
(Example of a chain-themed scarf)
The base amount for the campaign goes mostly towards music and sound effects.
While the base goal won't fund 100% of the music cost, I'll be funding the difference myself.
Anything above that will go towards potential porting costs.
I also want to add that the base amount is not representative of the total amount required to make a game like this - I'm relying on savings to make up the difference in budget. Any amount over the base goal should make things easier.
Here's a preview of some of GIGABUSTER's music, composed by Jasmine Cooper (http://perennialsounds.com/)!
Risks and challenges
Funding music is a primary goal. Beyond that, the two major hurdles remaining are bug testing and porting costs. Because of that, I'll also be running a beta build on Steam for people to try out before release (Note: This may not be available for Switch purchasers if the Switch goal is met). At the moment, performance and optimization can also be a challenge. I'll do my best with this while managing graphics. That said, if the port gets funded, performance will become a little simpler.
While we're targeting a release in the second half of 2019, game development time frames are tough to predict - the design, graphics, writing etc. are being handled by myself (Waller), so some aspects of it may need extra care at certain points.
I show updates for the game at least twice a month on social media, but I'll also compile the list of updates for monthly updates on the game's status.
- (30 days)