Updated What People are Saying
"Outstanding presentation for Kickstart, and the game looks absolutely fantastic" -Unity Forums
"... turning his dedication into a significant game with Project Stormos." - Nerd-Age.com
"Not usually into platformers, but this looks great. It's as though all the filler was trimmed off, so that only satisfying badass moves remain."- TIGSource Forums
"Supplied with the game is a brilliant level editor that will ensure that there is plenty of content after release." - IndieGameMag.com
"While I am genetically predisposed not to respond well to 3D graphics and gameplay, my initial reaction to Project Stormos was extreme adulation. " - DIYgamer.com
Project Stormos is a highspeed, hardcore action game with a unique twist. You take control of Robo, a robot from the planet of Binarios in his effort to free him and his robot and human friends from the grips of the mysterious Designers.
- Crazy-fast-midair action
- Non-linear level design
- An in-game Level Editor, so you can create, share, and play your own designs
- Online leader boards and score tracking
With the funding complete, I want you guys to be able to play the game right away. The most basic reward is instant access to the game upon funding.
Have you ever wanted to design your own game? This is definitely a game for gamers as well as for aspiring game designers. Below in the Level Editor section there is a full video overview of the Level Editor that comes packed with the game. Any game designers should check it out!
The Professor believes this game will become even better with your help...
The twist of Project Stormos lies in the use of the Aerial Dash. With it, players can take effectively reach places there is no way they could in a single jump. By destroying orange target orbs, enemies, and other obstacles, Robo gains more dash power. Once a player gets good at the game, they can go long distances, dashing through the air without touching the ground.
Once the player gets really good, they'll be completing entire levels without ever touching a single platform in one giant dash combo. This is the real thrill and goal of the game, and what makes it unique among other platformers.
This is truly a gamer's game, with many difficult (but always fair) challenges. Along the way, players will be engaging in midair battles and conquering insane sets of obstacles. You are absolutely encouraged to take on these obstacles in the most stylish and speedy ways possible.
Project Stormos follows one of my maxims of great game design, which is that player creativity and experimentation should be rewarded. Levels are designed such that multiple routes can be taken to the finish. Some are obvious, some are hidden. It's up to the players to find or create the routes which work best for them.
Here's an example of the kind of gameplay each level holds-
Project Stormos come with a level editor built right into the game. The controls are beyond simple.
- Press the number of the object you want to place
- Click in the spot you want to place the object down
- Right click to erase stuff
- Press 'P' to play!
- Save and share with friends
The .psl files that the level editor saves out are extremely tiny, most around 1kb or less, so they're very easy to create and share.
Players will be able to track their best time on each level in the Leader Boards section of the Project Stormos webpage. Levels will be organized by territory like...
Once again, the most basic reward will be instant access to Project Stormos so you can start playing and creating your own levels right away.
Other rewards I would like to offer include
- Original game soundtrack
- Sheet music for the soundtrack so you can learn to play it
- Limited Edition 8"x10" archival pigmented-ink prints of the characters
- Get your level design featured on the Project Stormos community website as a featured designer and contributor
Project Stormos features an original soundtrack, inspired by composers like Nobou Uematsu, Yoko Kanno, and bands like Dream Theater. Here's a full version of the track featuring the solo above and some other tracks.
Funding will help provide for
- More levels, goal being 200 levels total
- More characters and bosses
- More music, and to help pay for studio mastering
- Adding player desired features
- Developer licenses for PS3 and Xbox 360
- Project Stormos commercial
Behind the Scenes
Project Stormos began as a class project for me back in 2006 during my freshmen year at DePaul University in Chicago. Since then it's gone through many iterations to arrive at this version, which was developed in the Unity3d Engine. It's been a long time coming, and I'm really excited about this game finally taking off!
Many independent games these days are inspired by 8-bit games like on the Atari 2600 and the NES. In many ways Project Stormos is an homage to the classics of the Playstation and Nintendo64 days. It's inspired by games like Castlevania: Symphony of the Night, Final Fantasy 7-9, Metal Gear Solid, Super Mario 64 and Ocarina of Time. If you're into those games, you'll definitely noticed some allusions throughout Project Stormos.
I want to sincerely thank anyone who helps contribute or spread this game. It's a really great game, that I know you'll have a lot of fun with. With funding, we'll really be able to take this game to the next level. Thank you!
What other people are saying...
Here's what Independent and Professional game developers have said about past versions of Project Stormos...
"RoboStormo, you just got a big fan for your game!!! Ever since, I got your game, I just can't put it down (in the middle of a project milestone to be delivered next week ) Being able to dash around in the air without touching a single platform is both insanely hard and very rewarding if you can pull it off!!" -Hama, Indie Gamer Forums
"The game is fun. This is the hardest thing to do in the world of making games, so good job."- Patrick Curry, Wideload Games
"I noticed while playing that the most enjoyable moments of the game were recovering from missing a jump pad or orange orb. There is one level (maybe 4th or 5th?) that has all these orange orbs towards the bottom right-hand side of the screen in case you fall. I fell once and ended up dashing through those orbs for a full minute. I swear that it was the best moment in my game playing history. When I hit that purple orb, I felt like a god. So, more of those plz." -Pete Bennett, Phosphor Games
"I tried your game, and I would repeat everything that Hama said: very hard, but very addicting." -Eric-Hein, Indie Gamer Forums
- (30 days)