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Before pledging, please remember to play our demo of the Atari-inspired levels! Download it here (Linux version of the completed game will be available):
‘BiT: Evolution’ is a modern-retro platformer that follows the story of the main character, ‘BiT’. This character starts the game as a simple puck from a video game version of hockey who finds his way outside his world and into the realm of code; A mysterious place found between game levels. There, he explores multiple platformers and game types, with the visual aesthetic of each game evolving with time. BiT also evolves by learning new techniques on his adventures, upgrading himself with new code.
Realm of Code Trailer:
The basic game will consist of 4 styles inspired by the Atari 2600, the Commodore 64, NES and SNES. Each
aesthetic will have a selection of levels, with the Atari only having 5 but the
NES/SNES having more. Each level will have it’s own ‘Realm of Code’ section which the player can enter in order to progress. We also have some early mockups of how the visual styles could look:
'BiT' starts his journey within an Atari 2600-inspired game. To find out more, please play our demo!
After completing the Atari-inspired levels from the demo, 'BiT' finds that there are more 'Pux' out there, infesting multiple games. For the Commodore 64 aesthetic, 'BiT' must take on a dangerous and deadly desert in order to reach the pyramids that the 'Pux' are hiding in.
Nintendo Entertainment System
The NES style follows 'BiT' into a cute but dangerous world. Starting within a small village, 'BiT' travels to the Big City to overthrow the 'Pux' that have taken over a skyscraper. Don't misunderstand the visuals in this aesthetic, it's cute but bloody violent.
The Super Nintendo style will be similar to MegaMan X and Super Metroid, following 'BiT's final assault against the menacing 'Pux' that have riddled all previous games. At the peak of his skill, 'BiT' must fight his way through a military base on a secluded island.
Here are a collection of features that we plan to have within the completed game:
- Dual-world mechanic that will include puzzle elements which add to the platforming experience that you know and love.
- A variety of visual aesthetics that follows the history of
- Evolving gameplay mechanics that reflect the multitude of
- Follow the story of 'BiT' as he faces a multitude of environments and bosses that span across jungles, deserts and cities!
- A ever-improving protagonist with the ability to alter his skills via the code he obtains.
- Change the 'game' level by interacting with a multitude of different elements within the 'Realm of Code'.
Both the demo and final game will be drawn completely by our resident Pixel Pusher, Matt Frith. Our demo and completed game also includes fantastic musical work from Joe Jeremiah:
More information about our team can be found on our website, Bit Evolution.
By pledging money to our campaign, you are helping us create a polished final product. Therefore, we want to give you some rewards for doing so! Here are some examples of what you will receive (not final designs).
Pound For A Pixel: If you donate just one pound, you will have an individual pixel within the game dedicated to just you! (At least it can be in your head...) [$1.55]
A BiT Of Recognition: You will receive a HD download of a wallpaper for your computer. You will also have your name in the credits of the finished game. [$7.75]
Early BiT: You will receive a digital download of the completed game (Exactly the same as the £10 tier, but a limited number are available). [DRM FREE] [$10.85]
A BiT Full On: You will receive a digital download of the completed game. [DRM FREE] [$15.50]
Musical Goodness: You receive a digital download of the soundtrack. (Download of the game included) [$23.24]
Musical Keys: You receive a digital download of the soundtrack and a keychain of the main character, BiT. (Download of the game included) [$30.99]
A BiT Floppy: You will receive a promotional floppy disk and everything in the previous tiers. [$38.74]
Something To Hang Up: You will receive an A3 poster, with a digital copy of the game and everything in the previous tiers. [$77.48]
Pixel Pusher: You can send us the design of an Easter egg that we will then hide in the game for you to find. (Also all previous tiers). [$116.21]
Pixel Pusher Pro: You can send us your design of a character and we shall make them a rescuable NPC that will provide the player with a 'cheat code'. (Includes all previous tiers). [$232.43]
Pixel Guide: You can design a 'guide' character for one of the visual aesthetics (similar to the Hunter in the demo). You will also receive everything from previous tiers. [$387.38]
Game Select: Pick a visual aesthetic and it will be implemented into the game. You will work with our team to help design the world set in this style. You will get a framed picture of the tileset from your aesthetic. Also, you will receive a Executive Producer credit and all previous tiers. [$774.75]
Up until now, we have been making the game on the budget of zero. Everyone on the team is either a recently graduated student or someone with part-time work commitments. In order for us to continue to make a game we are proud of, we need to justify spending as many hours as we do with money. As a result, we have broken down where the money would be going:
Whilst our funding goal is £9,000, we feel like we can continue to improve the game if given the opportunity. Therefore, we have written up a collection of stretch goals that will make the finished game even better:
- Complete (30+ song) soundtrack (£11,000)
- Extra visual aesthetic/ 8 – 10 levels (£13,000)
- Extra visual aesthetic/ 8 – 10 levels (£15,000)
- Unlockable Characters and costumes (£17,500)
- Wii U Release (£20,000)
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Risks and challenges
As you can guess, making a complete game requires a lot of different elements to be combined in order to come to fruition. These include a multitude of different pieces of artwork, musical components, sound design, level design and a HUGE amount of coding. As a result, we understand these risks and plan to keep you updated on our progress throughout the year until the completion of the project.
Whilst we know the costs involved in having a Wii U release, we do understand that this is a risky move. Therefore, as the game is early in development, we cannot guarantee a Wii U release at this time.
Just in case you didn't catch it, this is our blog:
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