The Floor Is Made of Lava
Take on the role of Jimmy as he searches for his brother. Traverse his transformed house, and battle the creatures that have invaded.
We have a demo you can play now!
The platformer you wished for as a kid.
Many of us, if not all of us, have played this childhood game. We immediately get the reference as it pops up in jokes and TV shows. We enjoy the thought of returning to those times and playing it again, or perhaps if you're still young enough to get away with it, still do so. (Heck, even if you aren't 'young enough', we won't judge you!)
The Floor Is Made of Lava will help you return to (or stay in) those times, in the persona of Jimmy.
The Floor Is Made of Lava is a 2D Action-Platformer designed to be playable with either a mouse-and-keyboard setup or a controller, while making the most of the advantages of either control scheme. Its primary destination is Steam, but we're prepared to do the extra bit of work to port it to major consoles as well.
The game will follow the adventure of Jimmy who is on a simple quest: To find his missing brother, Tommy.
But the house has been transformed into a jumbled mess of a nightmare. And monsters of all shapes and sizes have invaded. And there's lava. Lots of lava. Oh, and Jimmy's trusty weapons and equipment have vanished.
On second thought, this quest might not be as simple as expected.
One thing you can expect, though, is that there's no one to hold your hand out there. No tutorials. Our goal is to guide you through the basics with the game itself, and let you master it on your own terms.
As Jimmy progresses along his journey, room by lava-infested room, he will slowly build up his arsenal to become more powerful and resourceful. You'll find you have more tricks up your sleeve to defeat enemies and save yourself in a pinch. Visiting old levels will feel easier, and there might just be new paths to travel or secret levels to explore...
Jimmy will encounter a wide variety of enemies and bosses in the darkness, each with their own strengths and weaknesses. You'll need to switch up your strategies to deal with them, or risk putting yourself in danger. You can't just jump your way through every obstacle!
Enemies will also have their own personalities. At Salvadora Studios, we don't find it particularly impressive to watch someone become a robot, knowing exactly where enemies will spawn and moving mechanically in order to get the best time on a level. The easiest way to fix that is to add a bit of random flavour to the trials the level has to offer. Your experience will often be a little bit different every time you enter a level.
Bosses will have a special role in the game and play on a variety of platforming and action-based mechanics whenever possible. We want them all to be unique and interesting, instead of "Dodge, then jump on head". That's where Jimmy's equipment will come into play. If you're fighting a fire demon, consider the use of your Ice Bombs, or hit him from a safe distance with your Whip (especially if he happens to be a vampire fire demon).
The Floor Is Made of Lava is a game that will be accessible to everyone, but still reward skill and creativity. By using all your items in combination to surpass obstacles and enemies, you'll have a new freedom not found in common, linear platformers. Exploration and experimentation is encouraged! (i.e. Few, if any, timers on levels)
We're designing this game around imagination, so we're hoping that players discover tricks that even we didn't think of. We're absolutely hoping to be shown up in skill level, and can't wait to see what players come up with!
How Add-Ons Work
If you're not familiar with add-ons, follow these instructions:
- Pledge the amount for the tier you want. If you want the $20 tier, select that tier from the list.
- Next, add however much is needed to accommodate the add-on. If you wanted the T-Shirt along with the $20 tier rewards, you would add $25 to make your total pledge $45. Make sure you keep your tier the same, regardless of how much you add!
- If/When the Kickstarter campaign is complete and successful, we'll send out a survey to everyone asking what items they'd like with their pledge.
- That's all there is to it!
Salvadora Studios, a group of friends who clicked together in their college Game Design course. After creating a simple Flash version of FML for a semester's project and keeping the idea after they graduated, they wanted to develop it further, so here they are! They're based in Toronto, Ontario, Canada, and hoping to help make Toronto a better hub for video game development.
Jacob "Cerubois" Salverda - An aspiring game designer and programmer, prides himself in being a Jack-of-all-trades. Luckily escaped actually being named Jack, avoiding years of eye-rolling. Graduated as top of the class, and is keen on demonstrating those abilities in the field.
Felipe Becker - The main and most diverse programmer on the team. A Brazilian national who's continuing his studies here in Canada, and having fun working with us while he's at it. He's a bit of a horror buff, so you might expect something of the sort from us if we do well...
Jeff Yeomans - The talented artist among us. A LOTR geek (not quite rivaling Stephen Colbert) and superhero fan. Also a metalhead. He's probably the most interesting one in the group. Jeff's hoping to one day do concept work for anything to do with LOTR. In the meantime, he's working hard as hell to get there. Here's a link to his past work:
Ricardo Giarratana - Our sound and music expert, and our level designer. A recent addition to Canada, and a welcome one. Ricardo is another one of those Jacks-of-all-trades, and he's keen on using those skills to get into the game industry.
Here are a couple of the pieces he's composed for the game so far:
Main Title Theme
Dark Castle Theme
Toon53 - The South African animation company we're working with to produce the animations for the game. You can check out their website here: http://www.toon53productions.com/
What we've accomplished so far is just the beginning of where we want to take Lava (as we've affectionately nicknamed it).
With more than 6 worlds, each with their own theme, and an average of 10 levels per world, there's going to be a lot to explore. We have most of the animation complete and the physics is just right. Now we need to focus on putting it all together.
Our next steps are continuing on with the level design to put together unique challenges that only Lava can offer, and working to create the beautiful background art and scenery we're searching for. Most importantly, we need to create the best lava any game has ever seen. For obvious reasons.
There's a lot on our list, but we're eager to start crossing things off and proudly watch our project come together.
Lava is still far from complete. We have the concepts, we have the beginnings, and we're working through the rest of it... slowly.
Which is why we're here. We want to be able to do it faster and better.
We're currently working out of our own pockets right now, and they're pretty shallow pockets. The amount we're asking for is enough to not only purchase the licenses for the programs we need and finish the animations, but keep us alive while we work on this game full-time! Currently, between our other jobs and life's commitments, creating Lava is a large burden. The more time and effort we can pour into it, the better it will get. And you're just the right person to help out! :)
Risks and challenges
Like any video game development project, there are the usual risks involved, especially since we're a small group with limited resources. Personal lives could interfere. Zombies could attack. Someone could spend the entire budget on tea and biscuits. The list goes on forever. Murphy's Law and such.
However, we've done a large amount of planning and organizing (and zombie culling), which will help reduce these risks and make sure we're on target. In the spirit of Chris Hadfield, we're doing our best to predict what will kill us next, and making sure it doesn't happen.
All that aside, we're completely dedicated to this game. Even if we're unsuccessful in our Kickstarter, we'll find a way to make it work, even if it takes longer. This is our entrance into the game industry, and we're going to make it a grand one!Learn about accountability on Kickstarter
- (30 days)