What is it?
Impulse is a game for PC, Mac, and Linux that lets you experience your music in a whole new way. Every aspect of the gameplay is deeply connected to the music. In a way, Impulse is a new type of music visualizer, except it's more than just graphical -- it's interactive.
How To Play:
The overall premise of the game is that your orb is the source of a powerful light that gives energy and life to everything around it -- even the music. It's also what wakes up the enemies from their dormant sleep and they are inexplicably drawn to your light. Every time an enemy comes in contact with you they siphon some of your power and you become weaker. Both your light and the music will dim and fade with each collision, and this will also affect the strength of your weapons and even your visibility into the environment.
Your orb's light and the strength of the music will naturally recover over time, but slowly, so it's critical to avoid contact with the enemies. If you run out of light, your orb will completely dissipate and the music will come to an end. Game Over. It's all up to you to fend off the relentless waves of enemies to prevent this from happening.
The larger overall goal of the game is similar to Guitar Hero -- every song is an individual level, and you are trying to survive through the song without failing. There will be a scoring system tracking your best runs and the ability to play each song on multiple difficulty levels, which also includes a no-fail mode for those times when you just want to kick back and relax to your favorite music.
- Unique style and beautiful retro graphics.
- Gameplay that gets you into a relaxed flow state, quickly.
- Experience mesmerizing and challenging tracks limited only by your creativity (and possibly your taste in music).
- Freedom to the music.
- You won't be restricted to playing just the included songs.
- An open content platform that won't force you into buying yet another copy of music you already own just to play it inside the game.
- Freely bring any song from your own music collection into the game.
- In-game interactive track editor.
- For the best playing experience, you will be able jump-in and really fine-tune how the game reacts to each song down to every beat and every note.
- This includes the ability to tweak many aspects of the game, from customizing the environmental graphics to controlling the behavior of each individual enemy based on the music.
Why should I back this?
This project is currently in the prototype/alpha stage of development, and there is already enough progress to see the spark of something really interesting here. By funding this project, you will allow me to take this from a development prototype and turn it into a fully developed and finished game. This includes many more features that are already in the works such as improved variety of enemies, boss encounters, dynamic environments, and different gameplay modes.
Without your critical help right now, Impulse is unlikely to ever be completed since I can not continue to cover the development costs of this game by myself. By pledging support for this project, you will enable me to create a really fun game, and, in return, you'll receive a copy of the game and a bunch of great rewards that are exclusive to kickstarter backers. This is a unique opportunity to show your support for the types of games you want to play!
- Online Support.
- Easily save and share your interactive tracks online with your friends and the rest of the world so everyone can experience your creations.
- Or just pick a song from your collection, and the game will automatically search for matching interactive tracks created by other people around the world.
- Kick back and play the game at your own pace, or compete on the global leaderboards for the #1 spot.
- This set of functionality can be developed if the game reaches $50,000 in funding.
More stretch goals coming soon. Let's tackle one goal at a time!
Who is making this?
Impulse is the first indie game from 4Kore, a one-man indie game studio founded by James Hillery. James has years of professional game development experience working on titles for pc, mac, mobile, and current-gen consoles (X360, PS3, Wii). He's credited on a number of games including Disney/Pixar's WALL-E and Battlestar Galactica Online.
Update: Impulse is now featured on KickAssist! Three lucky games go in, but only one game leaves with a cool $500 put up by the great guys over at Magic Pixel Games. Voting is now live for the next two weeks and you can cast a new vote once a day. Check it out here: http://mpgkickassist.com
Update: Impulse is now on Steam Greenlight! Help get this game on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=100399066
Update: Impulse has been selected as a Kickstarter Staff Pick! Amazing!
Risks and challenges
Every project will encounter a unique set of challenges and risks, but I have made a strong effort early on to eliminate as many potential sources of risk as possible.
Examples of this include the decision to create Impulse with Unity3D, an established, battle-proven, and powerful game engine. This choice has allowed me to avoid the tremendous development time and inherent risk required to create a game engine from scratch. And combined with my years of prior experience using Unity3D, which included working on successful Unity3D-powered titles such as Battlestar Galactica Online, I feel very comfortable with my ability to deliver on the technical aspects of this project. Additionally, this decision has allowed me to focus my time on what really matters -- making the game.
Another example of reducing risk on this project is the development process I've used to create Impulse. I set out to create a working prototype that included a playable chunk of the core foundational gameplay in order to expose unknown technical hurdles and to also verify that the game design that I envisioned is actually fun to play. In the process of creating the prototype, I was able to both reveal a number of challenges and then tackle solving those problems very early on in development. Ultimately, this iterative process has allowed me to create a better, more solid, and all-around more fun game.
With that said, there are of course some remaining risks that are on my radar, such as maintaining good performance on lower end machines, improving the quality of automatically generated interactive tracks, and delivering on my promise for linux support.
I am doing my best to mitigate the risk of these issues while moving forward with the project. For example, I am regularly testing the game on older computers and laptops with lower-end video cards to ensure the game remains playable on computers that don't require taking out a bank loan to purchase. And I'm also putting in the appropriate quality settings that will really let the game scale up and take advantage of more powerful hardware if you've got it. As for the music, I am exploring a number of algorithms to make the game's music detection even better. I am also closely monitoring the quality and performance of the linux platform support provided by Unity3D.Learn about accountability on Kickstarter
- (36 days)