Mad Maze Attack
The cooperative video game (adventure playable by up to 3 people) in an intriguing universe made of hostile mazes.
Mad Maze Attack
The cooperative video game (adventure playable by up to 3 people) in an intriguing universe made of hostile mazes.
Mad Maze Attack is a game that stages Tuki Turni's heroes in an intriguing universe made of hostile mazes. An epic local coop adventure full of mystery awaits you in this action real-time strategy (ARTS) game which will feature the following.
- Story-based adventure
- Cooperative game-play
- Survival challenges
- Battles with friends (mini-games)
- Village and maze editor
- ... possibly the Arena mode!
All of this in a breathtaking universe with sublime graphics and sounds. Set to be available in 6 languages.
All backers are given an access to a demo version of the game featuring survival challenges and the football US mini-game to tease the most eager ones. It will be delivered right after the campaign is funded.
The lowest pledge (12€) buys you a copy of the game for PC (Windows, macOS and Linux) which you can download on Steam or GoG. It's estimated to be 60% the price of the game upon completion and once released on the stores; therefore, you save 8€.
If you're interested in a console version of the game (Xbox or Nintendo Switch), you will want to pledge 18€ as it buys you both the game on PC and the game on one of those console (which you can choose).
Above 18€, fans get various rewards such as additional copies of the game for your friends, access to monthly development builds of the game, access to the development version of our maze editor with its beautiful assets, and more.
Before we launched this campaign, we weren't sure if some features would appeal the audience as much as they appeal to the developers; this is why we decided to set them as stretched goals. We believe those features would truly add up to the game but we let you judge.
The primary goal is to get enough fund to complete the game as we initially envisioned it. However, we think that the mechanics have a huge potential to go fully on-line, which we call the arena mode. With additional fund, and thus higher demand, we will happily extend the story with the mountain extension and extend the universe with the candy world.
When we started the development of Mad Maze Attack, we had a very dynamic battle scheme in mind, involving strategy, face-paced movements and heavy interaction with the mazes making it highly suitable for 2vs2 or 3vs3 battles over the Internet. However, we later took a different direction and refine the mechanics to better suit an adventure mode with cooperative features.
But it's not too late. Let's not give up on this and let's feature awesome duels over the Internet. With additional fund, we will implement the network logic and rent the necessary servers to support epic online battles.
Before the idea of using Kickstarter came to us, we were already working on a volcano and ice themes with their story counter-parts. Given there's already a lot of work ahead, we decided to leave them as extension.
This extension will extend the game lifespan by a few hours. A dozen of quests as well as their respective bosses will be added. Collecting precious ores and delivering the captured villagers in those areas will be mandatory steps to finish the story.
This stretched goal consists of giving another dimension to the game universe. You will play in giant mazes made of candies.
Will you be able to resist the urge to eat when playing on mazes made of chocolate, lollipops and all sort of confectioneries ?
The adventure starts off right after the village was ferociously looted by an army of squishy-looking monsters who captured almost all villagers. Everything is destroyed and needs to be rebuilt.
You're given the choice to play one among the remaining villagers who are the 5 protagonists of the story. If you play the adventure with someone else (a best friend, a sibling, girlfriend, boyfriend, flatmate whoever), you also choose a second character, possibly a third character if playing with two people.
Your goal is to unveil the mystery behind this village attack, bring back the missing villagers and rebuild the village in a way that makes all villagers happy. Tons of things will make a lot more sense after you finish the game.
Selecting characters change the course of the adventure because they all have their unique personality and abilities, with their natural weapon and interacting with the environments was coded to be different for each characters.
You can switch the playable character during the adventure and achieve what wouldn't have been possible with the others. When playing with others, a unique combination is sometimes needed to unlock a quest or go further in the story. Hopefully hints were left in the dialogues for you to understand what is needed.
As you step outside the broken village, you will find out that the world is exclusively made of giant mazes to be discovered. If you play with a friend, you don't have to stay side by side, you can split to accelerate the discovery, the screen becomes shared.
However, you will often need to be together to interact with the maze, complete quests, survive in more dangerous areas or defeat bosses. For instance, climbing the top of platforms to open chests is one of them.
Your movements always are limited to a two dimensional grid with objects on cells carefully placed to shape a maze. The maze-based maps gives you a sense of control instead of feeling lost in an endless universe.
To move your character, you use a standard gamepad (typically an Xbox controller) but controls are also mapped to the keyboard if you don't have one. You use the left analog stick to control the character in the four possibles directions.
The shooting direction naturally follows the characters direction, but this can be overridden with the right analog stick. As such you can move forward while looking backward.
This picture shows how you use the left analog stick to move leftward, and the right analog stick at the same time to look rightward. At times, you'll need to lock the direction with RB, it's called strafe. This is essential to do hit and run, or hide behind platform and objects.
Frequently, carambola (also known as star-fruit) spawn on the maze. You want to collect them because they represent the economy of the game; they allow you to supply yourself with ammunition, weapon upgrades and other useful things to interact with the maze - like building a protective wall.
To access locked areas, you will need to learn how to gather resources such as wood, ore and wheat. These abilities are learned along the way when you meet NPCs. They eventually become available to play in the survival mode and mini-games.
You trade resources with villagers to obtain essential items, you cut trees to make your way further in the maze, build bridges to cross lakes, but most importantly, you rebuild the village.
The adventure finishes when you deliver all villagers, rebuild the village and defeat all bosses. But to have a 100% completion of the game, you will have to complete all quests, gather all finite resources and unlock the hidden areas. The remaining achievements will be shown in a panel.
As players ourselves, we've geared this game project towards few principles that truly counted for us. Over the years, we were unhappy with some directions games took such as the lack of cooperative experience with a truly immersive story, lack of balance between characters and recurrent game-play mechanics. We tried to fill those gaps and in general, constantly strive to introduce new ideas. We hope you'll enjoy the features we have prepared for you.
We insisted on designing a game that plays perfectly with a partner, yet without degrading a solo experience. There's always been lacking of good local coop game on the market and that upset us as young players in the past. The result is a game designed from the ground up to be playable by up to three people at the same time - like Secret Of Mana 3 !
How do we achieve this ? The entire world, aka the entire set of mazes, is scripted with various quests, non playable characters, mobs with artificial intelligence popping, items placed along the way, and plenty of other things. Each of these scripts are written with a number of players in mind to be feasible. To achieve a good cooperative adventure experience for N number of players, we simply remove all scripts that requires >N number of players. In some cases, we replace them with a modified version designed for less players, such as for bosses.
For example, a monster might have a script that makes him vulnerable only when attacked in the back. To kill it, you need a partner distracting it in a way that his back becomes accessible to you. Those monsters are automatically replaced when there is less than 2 players. Another example are the chests on top of platforms. Those are accessible only when your partner gives you a leg up. Those chests are automatically moved to an (predefined) accessible area.
We believe that best friends, couples, roommates will all love to share some playing time on this game. Enjoy the adventure mode with up to two teammates to face the danger and figure out how to achieve 100%, or just challenge each other on various addictive game modes like, versus mode, arena mode and american football.
We want a non-repetitive adventure that can be played more than once and still be enjoyable. To achieve this result, we attach different scripts to NPCs and mobs to drive them differently according to the current playable characters. Their behaviors, AI, dialogues responses and other things change according to the currently played characters, this is why you can switch through the playable characters all along the adventure. To switch, you return to the village and talk to the character.
In a modulable story based game, the hardest part is narrowing down the possible routes the adventure can take. We don't want the game to get too complex, and instead we have planned to write 5 secret endings (in addition to the main ending) which would be triggered if certain conditions are met.
Games where both strategy and action are carefully balanced always are delightful. Being a strategic thinker or being gifted with impressive reflex isn't enough to be good at this game; you need both. This is going to be particularly true in the arena mode (if the strech goal is reached).
When battling against your friends in a versus mode, you have to constantly keep track of your enemies position, interact with the maze to turn it to your advantage, pick weapons that work best against your opponent's weaknesses and strong points. But most importantly, you always collect as many carambolas as possible as they supply you with weapon and their ammunition. The circle is complete.
Due to the polymorphic nature of this gameplay, this game naturally fits two types of players; the competitive ones who are ready to dedicate some time to unlock all the challenges left all along the adventure, and the players who simply want to relax and have fun after a hard-working day.
The mini-games will also please the casual gamers whereas the survival challenges (and the arena mode, if funded) will please the competitive gamers.
Perhaps one of the strongest point of the game. You may not know it, but every scaling upwards or downwards causes a loss of quality. Where traditional gaming use fixed size images, we innovate and use vector graphics. With a special technology embedded in our game, we're able to generate best quality graphics at runtime, resulting in a maximum quality at any time and for any monitor. The game can run on a 4k TV screen, 8k, 8k+ or even on the empire state building, it will always look perfectly smooth.
We also have proudly developed a lighting system that immerse players even more in the atmosphere we want to convey. It's currently not fully implemented, but we hope to update campaign with a video showing it in the upcoming days. Have you bought your 8K curvy monitor yet ?
Survival challenges consist of going through a set of mazes subsequently, and survive to their waves of monsters. The difficulty increases, of course, but hopefully, as you pass each level, you're allowed to boost one of your five skills, upgrade your weapon or top up your ammunition. How long will you survive ?
Pick a challenge, pick a difficulty (easy, medium, hardcore), select how many players and we're ready to go. Completing challenges in these various parameters will unlock various part of the game such as playable characters and mazes in the mini-games section.
Honestly, level editing is awesome. By developing that game, we did develop an entire maze editor for the development purpose. Initially keyboard and mouse only, we reworked the ergonomics of our editor later to fully port it to gamepads. You'll be able to create your own mazes by reusing our awesome assets.
A video showing the maze editor in action will come shortly. People with the pledge title "the juicy mango" or above will get sent out an improved version of this editor and a detailed manual in PDF. The editor comes with a "click and play" button for you to have instant feedbacks of your creations.
Mad Maze Attack initially was designed to be played on PC with a gamepad controllers such as the Xbox controllers which is often the favorite choice for PC gamers. Therefore, the following operating system are supported.
But because similar gamepad controllers also are typically found on gaming consoles, the game naturally scales well to those additional platforms which are also planned to be supported.
- Xbox One
- Nitendo Switch
- Playstation 4 (not confirmed yet!)
We hope to confirm the Playstation 4 during the campaign if the game meets success. The reason is that their development kit is less accessible and costly; I hope you understand we can't commit to port the game to this platform if there's no strong demand for it.
The story takes place in the Tuki Turnip universe, a universe made of fruits and vegetagles, all sliced into two parts for some mysterious reasons.
Boody Town, which is the name of the "village", plays a central role in the story as this is the starting point of the adventure. This is also where the five playable heroes grew up and lived... until it was ferociously looted by an army of squishy-looking monsters.
We already have a draft of the introductory cut scene showing how elements of the village were looted, and villagers kidnapped. Beware, this an early draft, the audio track is temporary.
As you deliver the captured villagers, they will return to the village and you'll be seeing them in their daily routine, eventually sending you to various tasks to help them rebuild their lovely town.
The protagonists also are the playable characters of the adventure. With their unique ability and personality, they change the course of the story. There are five main characters and they're the only survivors from Boody Town's invasion.
Buck was Tuki's favorite uncle until he mysteriously disappeared. The next day, he was found totally bonkers; what could have possibly happened? Since that day, Tuki took control of him and they became one.
- Personality: Stupid, nice
- Ability: Dash in lines
- Weapon: Baseball bat, later upgraded to a cricket bat.
This is the very main character who plays a big role in the story. Is this mysterious disappearance related to the attack of the village ?
Tuki and Buck's neighbor. Ko Kao Pulp is a soldier with numerous war medals making him a robust, yet reckless character playing a decisive role in the adventure.
- Personality: Smart, strong
- Ability: Shield
- Weapon: Carbine
To be so tough, he must have been trough a lot in the past. Discover what made him so bitter and yet so strong.
Each areas will come with its unique set of creatures. In the video, you saw a Lettwuce giving birth to Blorp.
Here's the other creatures we already started to implement. Those are beach and farm monsters.
We also implemented zombies for the cemetery. What fits better in a cemetery than those old zombies!
The grid helps us design challenging AI that you will have to understand.
We want to feature a comprehensive set of theme; we divide them into regions. Here is what we came up so far.
The jungle is the first area you play after you get out of the village. You'll meet Instructor Sergeant next to his tent. He will brief you and teach you how to control your character and use weapons.
Hidden somewhere and accessible from the forest, you will reach the farm. The owner, Kate Pear, is missing and has to be found in the chapel. He will teach you how to collect wheat after you you defeat him.
The cemetery region features zombies and a light system. You will play at night time and an intelligent algorithm will lit up the scene according to lanterns scattered across the maze.
The chapel region is a subarea of the cemetery region. Why did Kate Pear turn evil and decided to stay in a haunted house?
It's expected to be the most dangerous region of the game, the swamp. You'll be encountering the monsters who looted the village.
After you found the diving mask and a tuba, a short time game will happen underwater! You'll be fighting sharks and jellyfish.
This section shows what is behind the scene of our project. You'll be shown the evolution of the Tuki Turnip universe which started in 2014 and you will understand why we ended up on the Kickstarter platform as well as why we need fund to complete this game.
When reading the first lines of this campaign, you may have wondered what we meant by "Tuki Turnip heroes". It's time to clarify this point by rolling time back to year 2014 when three naive lads finally met to make a video game.
At this time, we were inexperienced in the field of creating a video game, even though very specialized in our respective field, computer graphists, animator and programming. We thought making a game would be easy and as fun as playing games. Wrong, making games is very difficult and that was the first step of a long journey.
We started to work on a universe where the main hero would be a turnip named Tuki. It would take place in a tropical universe, in a beach-like environment and the player would surf the dangerous sea infested by monsters. The image above is the first results we got.
Graphics weren't impressive but yet that was enough to make a game. We found out the hard way that we don't animate game characters the way we we produce a cartoon, and we don't program a game the way we develop a desktop and mobile app.
But we kept working on it. After many attempts and failures at creating games, we continued to enrich the universe in terms of content (graphics quality, game-play mechanics, and stories). The Tuki Turnip universe was born and would eventually take various forms, video games, figurines, card games, and cie.
By baking this project, you also help keep this universe alive!
Hopefully our passion kept us together and here we are with an actual, unfinished, game. To release our product, the business world want us to create a group, a legal entity which we called "Sellek Entertainments".
We hope to become an official independent studio that focus on creating interesting narrative and cooperative game experience.
Even though, the work on Tuki Turnip started 3 years ago, the Mad Maze Attack project was conceptually born in Novembre 2016. We worked with passion on the game, with our job at the same time, until we achieved an advanced prototype of the game, and a rather complete maze editor.
With those key milestones completed, we are now ready to switch from pre-production to production and implement all the content on top of it. This requires a lot of time and this is where we need you on board.
With the production pipeline setup, and a solid experience learned from implementing this advanced prototype, we can confidently schedule the production stage!
- December 2017 - Advanced prototype (If the campaign succeeds, available for all backers, for Windows/macOS/Linux)
- May 2018 - Beta version for PC
- June 2018 - Release candidate for PC
- July 2018 - Release candidate for consoles
- September 2018 - All platforms global launch
This is the roadmap of frequent milestones we have laid out (please note these dates are subject to change, although we are confident in our production dates).
We are only three people behind this project. With multiple hats on our heads, we easily cover almost all jobs of the development of game. The only person the team is truly missing is a musician.
- Jonathan De Wachter (game programmer & community manager)
- Georges Damidot (creative director & animator)
- Quentin Lefebvre (artists & designer)
You might find the team quite small and you're right. We used to work with more people, but working remotely often is problematic and we found to be more effective when working in small group.
Until now, this project has been entirely financed, directly or indirectly, by our own money; the license costs (Spine 2D, Adobe Suite), server costs (cloud, continuous integration service, ...) and of course, our time.
We could provide you with a chart showing how much percentage of the fund would go but that would just be ridiculous. Most of the 35 000€ we are asking will simply enable us to quit our respective jobs and have a decent life until the development is finished. The rest will go into hiring musicians and translators to create the assets we can't do by ourselves.
And as a general rule, all extra funds will go into hiring people to enrich the game in term of content so that on July 2018, the game you all expect is worthy of the name. We're thinking about voice actors, adding more translations, or even level designers.
Follow us on Facebook (https://www.facebook.com/TukiTurnipOfficial/) and/or Twitter (https://twitter.com/TukiTurnip).
On top of that, we maintain a development blog (https://blog.tukiturnip.com/) where we're committed to post weekly. The articles all relate to the development of the game in a non-technical fashion; they explain the tools to achieve skeletal animations, the algorithms we use to generate lights, and so on.
Risks and challenges
By submitting a campaign based on an advanced prototype of our game, we already overcame the biggest risk, our eventual technical inability to develop the game. But the prototype is there (the demo which will be sent out to all backers after a successful campaign) and it has a solid architecture which already implements most features we had in mind.
With these technical challenges resolved, what's left ? The rest is improving the actual code base by creating more assets, enriching the story, level design the world, and in general, putting everything in a nice form. Therefore, deadlines are the only concerns.
To ensure we scheduled the development right, we based it on our past experience on implementing what's already there in the prototype. We noticed it takes us (averagely) a bit more than a month to implement one theme (jungle, village, swamp, etc...). That is, one month to go through the following steps, drawing the assets, animating characters, composing the maze, write the behavior scripts. Given most of these tasks can be parallelized, with a margin of error, we can safely assume we need 8 months to implement the 6 promised themes. But in general, we're confident in the getting the job done and we will always strive for more content if time is there.Learn about accountability on Kickstarter
- (28 days)