Armed and Gelatinous
Armed and Gelatinous
Take on your friends in a fast-paced couch-competitive game of blob warfare in the far reaches of space! Delicious blobbery goodness...
Take on your friends in a fast-paced couch-competitive game of blob warfare in the far reaches of space! Delicious blobbery goodness... Read more
Armed and Gelatinous pits you against your friends in a fast-paced couch-competitive multi-player game of blob warfare in the far reaches of space!
Blobs In Space
Control one of four gelatinous blobs, picking up weapon-filled crates that were jettisoned by a stricken transport vessel sent from planet Earth.
Weapons will stick to your blob at the point of contact and will not move once they've been stuck so try to stick them in strategic positions.
With each weapon absorbed, the bigger (and slower) each blob's gelatinous body becomes, essentially trading power for vulnerability.
Smaller blobs must take evasive action as the game quickly shifts into a bullet-hell boss battle of epic proportions!
If you can make it through the mess of bullets, strike at your opponent's weak spots with a well-timed dash-attack to even the score!
We've put up a nice gallery on Imgur of the game's latest screens:
(currently no controller support on mac/linux... sorry guys)
Currently the game is limited to just timed matches but once released, players will be able to set the game mode to either Stock, Timed, or Death Match, as well as change what weapons, power-ups, and items will be used. We have a detailed design document that we've been working on that we'll be updating frequently as we come up with new ideas both on our own and from engaging our community.
We are looking to release Armed and Gelatinous on the Sony Playstation 4, the Microsoft Xbox One, the Nintendo Wii U, and especially the Valve Steambox. We have already opened the lines of communication with Sony and Microsoft and we can say with utmost certainty that Armed and Gelatinous will be released on the Playstation 4 and Xbox One consoles.
As for the Wii U and Steambox, we will update everyone as things progress. A Steam Greenlight Campaign is in the works as we would also like to support a PC version of the game.
Armed and Gelatinous was first developed as part of the 2013 48 Hour Game Making Challenge hosted by the Queensland University of Technology in Brisbane, Australia. Thirty teams of up to six developers were given two days and three words to work with. The words were: Growth, Arms, and Sticky.
The event was grueling, but in the end, Armed and Gelatinous earned the win and a number of jelly beans were consumed. Afterward, the original team (known as President Tofu) scattered themselves across the globe and went on to work on a variety of other projects, thus shelving the winning prototype.
Fearing the game would be forgotten forever, Rob Howland, one of the members of the original team, pulled it off the shelf, polished it up, and showed it at Gamescom 2014 in Cologne, Germany. After an overwhelmingly positive reception, Armed and Gelatinous has been fully adopted as a new project under the indie development company, Three Flip Studios.
We've brought on our good friend and professional filmmaker Dylan Kai Harris all the way from Byron Bay, Australia to work with us on documenting our entire development process from start to finish. We plan to release regular video updates both during and after the Kickstarter campaign that will get into the details of making a game from scratch.
We want to make this whole thing fun and interesting for our backers and followers and we have some great ideas we're excited to share with everyone so stay tuned to our YouTube channel or our Kickstarter Updates page for more info!
Rob Howland - Free Agent
Lover of everything video games and skateboarding, Rob is a Game Designer and self-taught programmer living in San Francisco. Having already kickstarted, completed, and launched a game in the past known as Influent (previously Sanjiten), Rob is a huge fan of the crowdfunding platform and is ready to deliver on his promises again. A previous resident of Japan and Australia, and having attended and exhibited at numerous game expos in 4 different countries, Rob has a strong support network of ridiculously awesome game peeps all over the world.
Brandon Jones - Artist in Chief
Brandon is a Bay Area native who has been drawing and playing video games since his earliest memories. His love of creating images was crystallized into a lifelong pursuit at the age of 11 when his neighbor took him on a tour of his office at ILM. The curtain was pulled back revealing to him the labor of love that is visual effects work and the idea of a career in film, games, or anything where you conjure the non-existent from the center of your mind took hold of him. Since then Brandon has learned a variety of skills from 3D modeling to illustration and concept art that enable him to take on the broadest range of design challenges. He has worked for many game companies as a consultant and is now focusing his learning and energy through a gelatinous lens with Three Flip Studios. Oh and he really loves spaceships!
Anthony Prusakowski - Web Guru
Anthony, the Web Guru of Three Flip Studios joined the team during Influent’s launch at GDC 2014. He brings his expertise and experience from working in the San Francisco web and social media advertising industry. Anthony holds several college degrees in Interactive Media Design focusing on user experience and web programming. Along with his unique skill sets he brings his overly passionate love for all things nerdy, geeky, and above all video games to Three Flip Studios. Anthony is often the point of contact for many YouTube, Twitch, Steam, and social media users reaching out to Three Flip. He is also a feared pilot in the X-Wing Miniatures tabletop game.
Armed and Gelatinous, as it currently stands, is limited to only one game mode where players essentially blast the hell out of each other until the two-minute timer runs out. The player with the most kills takes the win and the game resets. It needs some work to say the least.
Starting From Scratch
With the support of our backers, we intend to rebuild the entire game from the ground up, fixing many problems along the way. As with all game-jam games, necessary shortcuts were taken to get a functional prototype finished in time. In rebuilding the game, we will be able to provide players with many new options and features to create a more worthwhile experience.
Made With Unity!
Armed and Gelatinous was originally made in Unity utilizing a 3rd party 2D plug-in known as ex2D. While ex2D was totally awesome to work with, Unity has since released their own powerful 2D tool set that we are very eager to take advantage of. It will be fun to delve into this new workflow and see what new features have been developed for us.
Unity Pro Licenses
Thankfully Influent's past Kickstarter campaign was a huge success and paid for a Unity Pro license so we already have access to all the necessary features to create and publish Armed and Gelatinous professionally. Thanks Kickstarter! :D
Now that Three Flip Studios has grown to three members, we would like to use a portion of the funds raised to purchase two more Unity Pro licenses, allowing us to work in tandem utilizing the Asset Server functionality. Anthony has a strong background in web development and is quite eager to delve into programming video games. Rob is currently the team's only programmer and is looking to Anthony for support with his knowledge of computer languages.
The addition of new game modes would allow players the ability to enjoy the game in a variety of different ways, but what we'd really like to add are new weapons and power-ups. Furthermore, we'd like to give players the option to choose which of those weapons and power-ups are available within each match. We'd also like to create a variety of different maps each with unique features for players to choose from. Essentially, we want players to have the same level of control and freedom expected from couch-comp games such as Super Smash Bros.
Here is a list of planned features to provide a basic idea of what we have in mind for the future of Armed and Gelatinous:
- Timed Match
- Death Match
- Stock Match
- Timer Select
- Weapon Select
- Power-up Select
- Level Select
- Blob Customization (silly hats!)
The game's dash attack was designed to give smaller, weaponless blobs an edge against massive blobs with heaps of weapons. The deadly move kills enemies in one hit and while hilarious and fun, this feature is considerably unbalanced in nature. We plan on fixing this by adding a brief charge-up period before the dash becomes deadly, which would make the one-hit-kill-move a bit harder to pull off. This will ultimately require some new assets for the "charging up" animation as well as significant play-testing to ensure it is balanced appropriately.
Weapons are the bread and butter of Armed and Gelatinous and we really want to give players access to a massive arsenal. The game's current and planned weapons are as follows:
- Machine Gun
- Rocket Launcher
- Uzi (in beta!)
- Sniper Rifle (in beta!)
- Desert Eagle
- Sawnoff Shotgun (in beta!)
- Grenade Launcher
- Laser Cannon
- Plasma Cannon
- Tranquilizer Gun
- Hydrazine Flamethrower
- Heat-seeking Rocket Launcher (in beta!)
- Atomic Bomb
The inclusion of power-ups in Armed and Gelatinous will add an entirely new angle to how the game is played. Absorbing a power-up will give players an edge for a limited time on the battlefield and other players would do well to avoid them as best as possible while in possession of any one of the following buffs we have planned:
Adding the option to adorn silly hats and other pieces of flare is something we are very excited to include. These objects wont have any affect on the gameplay, but will be an awesome way to accent your blob and strike fear into your hearts of your opponents.We have a vast array of awesome accessories in mind that will be made available as DLC for the one-time low price of $4.99... hahaha, just kidding. Did you think we would seriously do something like that??? I mean, come on!
The Game's User Interface is essentially non-existent and we need to design and build one from scratch to allow players to select their desired game mode, game options, and how many players are playing. This will require a significant amount of artwork and programming but thankfully Unity has released a brand new User Interface system that we are very excited to use!
The development of the User Interface is not necessarily challenging but it does take a significant amount of time to get it right. Many games have clunky, annoying interfaces but we want our game's interface to be slick and awesome and we plan on putting in the work to ensure that it turns out that way.
We've got two different sheets that we've designed AND printed and will be sticking around GDC. If you happen to be at the conference, come find us at GDC Play (booth PL214) and we'll hopefully still have some left to hand out! Otherwise, you can become one of our awesome backers and we'll mail you a sheet or two or three!
We are also designing a third, larger sheet that will contain many more weapons, items, and bullets that will allow you to recreate an intense game on your fridge, laptop, or anywhere you want! This image should give you a good idea of what we're thinking:
We've got an awesome poster design by Brandon Jones that we're offering to backers as a limited Kickstarter-only reward that we hope you'll enjoy having on your bedroom wall or wherever else all your favorite video game posters live! Check it out below:
Incorporating the assets from our poster, we've designed some pretty cool t-shirt concepts that we'd like to work with our backers to nail down before actually producing. We want to ensure that these are actually something you'll want to wear before we spend all kinds of money having them made and shipped across the globe. We'll create an open forum for everyone to discuss their ideas with Brandon to ensure we get something awesome! Here's what we've got so far:
We're still in the process of nailing down our designs for these but we'll go through the same process as with the t-shirts explained above to make sure we get the design down to something our backers are happy with!
Having launched a successful Kickstarter in the past, we are fully prepared for the incoming onslaught of messages, emails, and inquiries from people all over the world. Or wait, perhaps it would be better to say that we're bracing for impact. Yeah, that's it!
Responding to Questions and Ideas
We'd like to respond to everyone on a personal level but the reality is that if we did, we wouldn't have much time at all to work on the actual game, let alone cook, eat, sleep, etc. Therefore we would like to state here and now that we plan to engage our community through the Three Flip Devcast. We will be filming and releasing video content on a regular basis thanks to the awesomeness of our good friend Dylan Kai Harris.
Reddit - Our Direct Line
We would like to discuss the game and answer questions en masse on Reddit at r/armedandgelatinous so please post your questions, concerns, and ideas there as it is most likely to be seen there as opposed to anywhere else (including Kickstarter). The Kickstarter platform is fantastic for raising money for games, but from past experience, it is very difficult to keep track of all the questions from backers.
We would also like to state here and now that emailing us with questions about this Kickstarter is probably the least effective way to get our attention. We are constantly battling our inboxes with requests for more languages and updates on our Language Learning Game, Influent so please refrain from emailing us if you can. Reddit is really the way to go about reaching us regarding this project. We can't stress that enough! It's really about comment management and the many features for creating direct replies in an organized fashion on Reddit makes our lives much easier. If you don't know what Reddit is, check it out! We think it's pretty cool. :)
We Are Three People
We do not have a large team and each of us is tasked with many different jobs to make up for that fact. Please keep that in mind if you are planning on contacting us and know that we aren't actively ignoring you, we're just really busy and overwhelmed with work, life, and video games.
Risks and challenges
Since Armed and Gelatinous is already at the point of being a fully-functional prototype, we are in an ideal position to make true on our promises. Even still, we must anticipate hurdles in the both the game code and on the art side of things. Our biggest concern is how long these planned updates will take. Initially, based on the scope of the planned updates, we anticipated a 2-3 month development cycle but we really didn't want our optimism to get the better of us and as such, we've set our estimated release to September, 2015.
The other big challenge that we anticipate has to do with engaging our community at a personal level. Having done a successful Kickstarter campaign in the past, responding to every question from backers is just something that we cannot possibly keep up with if we want to deliver our game on time. We are three people that have a job to do and we hope that if you decide to become a backer that you will understand that we cannot spend all our time responding to backers. That said, we do plan to engage our community via regular backer updates, the Three Flip Devcast, and on Reddit at r/armedandgelatinous. Remember that we do care about you but that we are only three people! <3Learn about accountability on Kickstarter
- (30 days)