A retro inspired action platformer. Embark on a quest to restore color to the world.
A retro inspired action platformer. Embark on a quest to restore color to the world. Read more
About this project
Faded is an action platformer inspired by many classics and some of our favorite games. In a world devoid of color, you play as Rain a boy with great curiosity. Rain embarks on an adventure to see why color has dissipated from the world and ends up on a quest to restore it.
- Vanquish dastardly bosses to release color back into the world.
- Unlock colors to gain new powers, change environments and visuals.
- Choose your own adventure! Using an overworld map you can access levels in different orders and choose how you want to progress through the game.
- Tight platforming, fluid controls and controller support
- Beautiful art created by Daneen Wilkerson
- Original Soundtrack by Max Huhman
- Will be made available on PC, Mac and Linux
Changing Environments when you first start the game everything will be in black and white but as you progress through the red, blue and green areas you'll unlock their respective colors. When you unlock a color a few things will happen. The color will be released back into the world and you'll be able to see that color now, you'll get new abilities, some environments may change and new enemies may appear.
Crazy enemies! As you explore the world and go through levels you'll find a large variety of enemies that stand between you and your goal. We have a few shown here to show what our hero is up against.
Gameplay focused! We (and many others) believe that gameplay is the most important part of a game. After all why would you want to play a game if it isn't fun? We've devoted ourselves to ensuring the gameplay is solid, and finding a feeling of great controls on both keyboard and controllers.
As we're sure you've all heard, college students aren't known for having large sums of money, and creating video games is not a cheap process. We've been able to make it this far on our own personal funds, but in order to ensure that we can make the game as we envision it we need your support.
In addition to seeking funding, we wanted to go to Kickstarter because it provides us with the opportunity to build and involve our community. Through Kickstarter we have a way to interact directly with our community and have you help us with the design process!
By backing you can make your voice heard and assist us in shaping aspects of the game's design! As the Kickstarter progresses we plan to have surveys and polls for the community to choose between ideas and say what you hate and like in games. We can't promise to do everything you guys ask for but we can promise to always be listening!
As for the pledges, the money raised will go towards:
- Business Costs: We've already officially created a company but there is still licensing and other expenses like taxes etc that we will have to deal with.
- Paying for art. We have a lot of different areas that we are planning to have in this game and naturally they all need art. While we all wish we didn't have to pay for things we need to be able to pay Daneen so she can turn down other jobs and put time towards the game.
- Kickstarter and Amazon fees. Kickstarter takes a 5% cut and 3-5% will go to Visa/Mastercard/Amazon.
- Paying for rewards. We'll have to produce and ship all of the physical rewards.
- Polishing the game! Any additional funds will be spent on refining the game to make Faded as good as it can be.
Long ago, there was a realm filled with color, beauty, and prosperity, known as Chroma. The people of the land held a spiritual bond with Nature and their surroundings; magic and life flowed in the same vein as air passes from lung to leaf. But one entity sought to sever that connection. Nechromos, Lord of Shadow, plotted to rend the world of color, thus dispelling the tie between the magical arts and nature itself. He bound the essence of each color to guardians loyal to his cause, shrouding them in ancient shrines long forgotten. The colors gradually receded into the corners of the earth, lulling the world into a grey slumber. This came to be known as the Fading.
Once the Shadow Lord succeeded, the world became vapid, devoid of all wonder. Over time, Chroma’s inhabitants grew ignorant and self absorbed, disregarding their history. The Shadow Lord faded into legend and myth; as centuries came to pass, color too became nothing more than a fairytale. However, these tales still echoed around campfires and bedsides alike. Although few believed such tall tales, one boy sought the truth. A son of a nomadic scholar, and an aspiring bookworm himself, became fascinated by the stories. He ravenously hunted down any books or scrolls referencing Nechromos or the Fading, hoping to sate his thirst for knowledge. The boy was ridiculed by his peers for his blind faith in ancient fairy tales. Unfazed, he set out, Maps, scrolls, and staff in hand; he was ready to find his own answers. His eyes gleamed a pale silver grey, as he set off on an adventure.
Pool Police Games started off as an idea in the fall of 2013, and in the fall of 2014 we decided to make that reality. We're a group primary comprised of college students, with 3 of the 4 members currently enrolled at Missouri University of Science and Technology. We want to extend our passion of playing games to creating them. Our goal is to create games that everyone can enjoy just like the games we've enjoyed our entire lives.
Tim Karleskint: Team Lead, Programmer
Tim is the team lead for Pool Police. While much of his time is spent with organization and logistics, he helps wherever he is needed. His programming skills are top notch and he has written some important code for the game. As a video game enthusiast, he has more games completed under his belt than he can count. He uses this experience to help with level design, mechanics tweaking and overall game direction. As an artist, well, we used some of his ideas at least.
Austin Gantner: Lead Programmer
Austin is an ambitious programmer who ensures that not only do things get done but they get done right. Placing in top ranks, if not outright winning many code competitions, and with experience at Amazon he's proven that he can code with the best of them and now wants to show it by coding a top notch game. What gives him these magical programming skills? Nobody is sure but we think the beard might have something to do with it.
Max Huhman: Creative Director, Audio Engineer
Max is the veritable swiss army knife of our team; he has the skills to help out with everything. His primary focus is handling sound design and producing a great soundtrack for this game, but he also puts his talents to work all over the place, aiding in mechanics, level design and creating sprite art. Max has long been devoted to gaming, having experience with countless games new and old. He strives to capture the same elements that make those games great and build upon them.
Daneen Wilkerson: Lead Artist
Daneen is a talented artist who in addition to working on the game is working alongside venerated fantasy artist Rebecca Guay. She brings a combination of traditional and digital media to produce the beautiful concept art and sprite art you see in the game. Her art adds a sense of adventure and whimsy to the game, and without her it wouldn't be the same.
Onto the rewards! Check them out!
All who donate will be listed in the credits as a backer of us on Kickstarter!
Get the game: You get a digital copy of the game upon release!
Official Soundtrack: We all here think that Max makes some pretty kick ass music and with this you can get a digital copy to go along with the game. Allowing you to listen to these sweet melodies wherever you please.
Instruction manual: An instruction manual modeled after their predecessors of old. Filled with information on controls, enemies, hints and more. We have many fond memories of opening a new game in the car on the ride home and reading through the manual, eagerly awaiting playing the game when we would get home. We hope to recreate the same excitement we had with this homage to the classic instruction manual.
Posters: Geta 8.5x11 print of the poster shown below! Great for casually sticking to the wall or framing. We have considered offering multiple sizes, if you're interested in getting a larger one let us know!
Bead art: Get a handmade sprite of Rain made from perler beads!
Sketch from Daneen: An original custom sketch from Daneen. This will be a unique sketch of some asset in the game.
Art book: The art book in addition to featuring concept art and art from the game will be a compilation of the entire game's production. With written commentary on how design changed from concept to production, work in progress designs, and stories from the trenches of game development.
Be in the game: Feeling narcissistic? Worry not! This reward lets you indulge those feelings and get a pixelated version of yourself in the game! (We'll need a photo for reference.)
Design an enemy or boss: Now you can take part in the design process! We'll meet with you and together we can make your idea reality. We can't promise we can do your initial idea but we'll work with you to produce some really cool ideas and we're open to some crazy ideas. You want a chance to have your hand at game designing, this is it!
Concept art: This is the real deal! Get a one of a kind piece of concept art. This collectible piece will either be hand drawn, or a hand painted watercolor. We can't guarantee what you would get the concept of, but we will ask your preference on if you'd like a watercolor or not.
Karaoke party! Come and party with the Pool Police! We'll head out grab dinner, and do some karaoke. You can join in on the fun or just watch us all make fools of ourselves if that is more your style. Afterwards you can hang out with us and play games or we can keep the party going. We'll just base things off what you want to do. (Transportation and accommodations are not included)
These are some things we want and hope to have in the final version of the game but can't guarantee. Reaching these goals will ensure that we can make them happen.
We want the player to be able to choose between a male or female protaganist, and this is a great way to tell the story from a different angle while providing more beautiful art to the game! Challenges: This will require twice as much art for our character and as previously mentioned art is money. We want to pay as much attention to detail with the female model as we have with the male; in other words we don't want any shortcuts with minor tweaks or Pallete swaps. It needs to be pretty!
A local cooperative mode has been a feature our team has been craving to add to the game; because what better way to enjoy a game than with a friend? Our priority is to make a polished single player experience first and then set out to the more daunting task of a great two player game. Challenges: A cooperative mode will require significantly more playtesting, to ensure a polished product and this mode will require completely new level design content to accomadate the differences between the single player game and co-op.
Alternate sound effects has been a feature in a few other games to date (Halo IWHBYD skull anyone?) , but a relatively original idea that we wanted to try was creating a director's commentary to our game. So as the player progresses through the game we talk about our game from behind the scenes, explain some of our inside jokes, maybe share a few laughs or tell any interesting anectdotes of how certain elements of the game came about.
Want to stay up to date with all of our news and join our journey?
Any other questions let us know at: firstname.lastname@example.org
Thank you so much to everyone who has supported us. We can't say how much we appreciate it and we hope that we are able to meet and exceed all of your expectations.
Risks and challenges
As a team comprised of college students, we have to balance our time spent on developing the game with school work. On the more fortunate end we'll have more time available during the summer to spend on the game as our intended release date is late fall 2015.
The biggest risk that we could encounter is that the game would take longer than we expected to make either due to miscalculation or something happens to one of the members on the team. Making games is not an easy task, and there's a reason why you hear about game delays even from larger developers.
Fear not though! This is a project that we are extraordinarily passionate about and are fully committed for the journey. It's been a wild ride so far and we're confident we can handle what comes our way.Learn about accountability on Kickstarter
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