A 2D Fighting Platformer with stylish animation and mechanics. Swap between 4 unique characters on the fly and explore a digital word.
A 2D Fighting Platformer with stylish animation and mechanics. Swap between 4 unique characters on the fly and explore a digital word. Read more
See the trailer in 1080 resolution right here: https://youtu.be/c5Vjs-hVxro
Project: RUDRA is a 2D action platformer with a wide range of combat and platforming mechanics. Set in a virtual world made real, you play as 4 completely unique characters with abilities that harness the power of the RUDRA network. Fast, team-based gameplay and entirely unique playstyles across 4 characters is what sets it apart. Each character has their strengths and weaknesses.
If you'd like to learn more about the story, please take a look at the official website: http://www.projectrudra.com/story.html
I've been drawing these guys since 2007. They've changed quite a bit since then...
Their personalities have inspired their movesets and the levels are designed around their moves as you learn them. PROJECT: RUDRA is entirely driven by its characters.
A wealth of movement and combat mechanics make moving and fighting feel great.
Dashing, air control, and fast falls give you complete control of where you're going.
- Movement can be performed with the analog stick or d-pad. You can also toggle "up" to jump and play on an Arcade Stick.
Launchers, dash cancels, jump cancels, input buffering, mid-air and ground recovery (ukemi) all add additional precision to combat.
- Utilize the 3 attack types and exploit enemy weaknesses: Physical, slash, and energy attacks deal 50% bonus damage against human, robotic, and digital enemies respectively.
- Inflict stun to dizzy opponents and perform massive combos against boss characters.
Characters have at least 12 unique attacks across standing, jumping, and crouching states. Execution is a breeze as most are performed with a single button, with the occasional quarter circle (and it's incredibly rare). Explore your options and play how you want!
Their speed and mobility varies, but it's supplemented by their special meters. Sypher is slow, but speeds up at low health. Buster is fast, but slows down and takes damage when overheating.
Switching characters happens with the press of a button. There's no need to start the level over, just pre-select with the right analog stick or the select/back button:
Then choose how you're tagging in:
- A basic tag must be performed on the ground and the character coming in will play a little animation, leaving them vulnerable for a brief period.
- A burst tag creates a circular shockwave that instantly warps the next character in, all while propelling you and anything in range upwards, ideal for aerial combos or simply getting out safely. Playtesters agree, this is the defining and most fun mechanic of the game.
While there will be times when you have to play as a certain character to progress the story, I want you to have the freedom to use your favorites as much as possible. Revisiting levels to find upgrades and collectibles can be done with everyone you've unlocked, and you can do so at any time.
Player progression is based on finding hidden collectibles and defeating bosses. By exploring and looking for hidden cracks in walls, you may find upgrades or entirely different paths!
Along those paths you may find a fountain like this. Crack open the golden diamond...
And you'll find upgrades or "inspiration" icons like this:
That let you do this!
PROJECT: RUDRA takes place in a digitized colony on Mars. What was once an experiment, is now reality. Among the usual deserts you'll also find snowfields, volcanoes, and a world made entirely out of cakes! Each world is based on the ideals of its master.
Platforming is just as important in PROJECT: RUDRA as the combat. Levels are fully designed and tile-based, so you can always discern the ground from the background.
Utilize the cast's unique abilities like Zetch's grapple, Tomoe's Hyper mode, Buster's air dash, and plow through weaker enemies with Sypher's berserker armor.
Fight it out with over 18 unique bosses ranging from human-sized to screen-filling! I don't want to spoil too much, but here's some dialogue portraits to give you an idea:
Remember to pay attention to the type of enemy you're facing to maximize damage or aim to make them dizzy for longer combos!
PROJECT: RUDRA's animation is inspired by anime and fighting games. All animations have uniquely drawn frames rather than limbs that stretch and rotate. Attacks are smooth but snappy. There's no point in having a cool animation if that smoothness gets in the way of fast gameplay!
Framerate and hitboxes are fine-tuned to the individual frame. If an animation seems long, you can probably cancel it into something else, or it has long recovery to balance out its strength.
Did I mention everything is hand drawn? Even explosions!
Melodic tunes are the lifeblood of the best platformers. A game could look and play wonderfully, but would be mostly forgettable without the music to back it up.
Over 60 songs are planned for release!
Depending on the stretch goals met, you will be able to choose your platform of choice via a survey once the campaign has finished. Base funding is for the PC version with Playstation 4, Xbox One, and Nintendo Switch versions as stretch goals.
The base goal will cover the development of the game, freelance musicians and sound designers, kickstarter fees, taxes, and reward fulfillment.
I am currently working with an experienced programmer and kickstarter funding will ensure that we'll be working together until the game is finished.
PROJECT: RUDRA combines many of the things I love about platformers and fighting games, balanced in a unique way that feels great to control. I've simply made the game that I've always wanted to play. I hope many of you will enjoy it too!
Risks and challenges
I feel the greatest risk is standing out as 2D platformer. The market is extremely crowded and many games get lost in the shuffle. However, I believe that if something is surprising and fun, people will notice and spread the word. I think people will find something special in Rudra's unique characters and mechanics.
I'm also concerned with maintaining the trust of backers. I want to keep people up to date as often as possible, but there are many secrets that I want to keep hidden. Sometimes the stuff we CAN show won't look great until all the pieces come together. If nothing else, backers will never go a full month without an update from me.
As for designing the game, the greatest challenges come from explaining the dense mechanics through intuitive level design, and writing funny dialogue that's not obnoxious.
Delivering the game on time is always a challenge. Knowing what to keep, what to cut, and iterating on what works has been a learning experience. Thankfully my previous jobs as a lead animation and production assistant have given me the skills I need to handle it. As of this writing, I anticipate another year and a half is left in development. Hiccups and real life situations will always occur, but we will do everything we can to keep you from waiting much longer.Learn about accountability on Kickstarter
- (30 days)