Space Jammers is a 1-4 player Sci-Fi roguely shooter. You must guide an alien rock band of kitten pirates through a hostile multi-verse. Fly starfighters, board space ships and loot locals to fund your musical tour. Fight or sneak through procedurally generated levels with guns, brightsabers or sausage whips and upgrade unique skills to deal with randomly generated bosses.
Navigate your tiny band of aliens to the center of the galaxy in time to compete in the Galactic Battle of Bands and become kings of Rock. Traveling the galaxy is costly, so your crew must be sure to plunder space ships, local planets and hidden caches. Watch out for rival bands and space pirates! Staying alive might be your most challenging show yet!
The galaxy is being torn between several dimensions by a mysterious force so your crew must be on their toes. Choose your weapons wisely as the laws of physics or science could change at any moment!
State of Development
Co-operative play is currently local. Online functionality can be added if enough funds are raised. Most of the main mechanics are implemented. The path laid out ahead is made up of major content updates expected to be available every 2 weeks or so after initial launch of Early Access. Each new update to the game will include new content such as levels, weapons, items, bosses, etc.
1) Trello board access added to every tier (101 retweets of pinned tweet)
2) Digital wall-papers added to every tier (1500 Twitter Followers)
3) Exclusive icons added to every tier (500 Youtube/Twitch subscribers or 500 Facebook Likes)
4) Subscribing to the email newsletter also gives you access to special perks for owners of the game. Like daily builds...
Twin-stick survival action with upgradable skills/stats. You can never run out of ammo, and you can discover hidden items to augment your characters.
Each character has a unique skill they can use in addition to their weapons. These skills can also be upgraded to gain different abilities.
Craft your own Character
The look of your character can dictate what unique abilities they have.
Choose how to respawn
When you die, you have options for re-spawning which includes giving up XP, items or coins.
Randomly Generated Levels, Rules, Bosses, and Weapons
Each dimension contains a boss that is constructed from random pieces. Sometimes you may face a dragon with chainsaws for hands. You never know!
Random rules are applied to each dimension that can dramatically alter game-play. One such rule causes enemies to multiply when attacked.
Varied Play Styles
Each dimension ends with the team being chased through space.
Equip Hidden Items and Level Up Skills
Change the way you take or deal damage. Increase speed or leave a trail of fire behind you by equipping combinations of items to your character.
When players get near a bullet, everything else slows down giving you time to get your bearings and deal with the onslaught on the screen.
*Estimated delivery for rewards pertains mainly to SWAG or Design rewards. The EARLY ACCESS game will go up on digital storefronts following the conclusion of the campaign, with keys being sent out once the funds are received. The FINISHED game is targeted for a 2017 release date.
**Any rewards marked as needing to be *approved* means that any input or designs given to the game will be looked at for inappropriate content. In other words, I will have final say as to what is allowed to be in game.
Sorob Raissi - Designer, Artist, Developer - @SpreadShotDev
I work on the development and art for the game. I used to make "Serious" games for training the military. Now I seriously make fun games.
Frank Meijer - PR, Community Management - @_kaassouffle
Not much is known about Frank. Legends say long ago he wrote prodigiously as a game journalist until a cloaked figure took hold and gave him his mission of helping indies find their space...
I want to bring this game to as many territories and languages as possible. With your support I'll be able to localize and pay the fees associated with releasing in multiple territories and platforms.
It is also my hope to bring in some new players with fresh perspectives to give constructive feedback to improve the game. What features are most interesting to you? What would you like added or improved? Let me know!
Campaign funds are for marketing, certification fees, and localization.
The bulk of costs come in the form of legal/ratings/platform/insurance fees to bring the game to multiple territories and hardware. These are the hidden costs of bringing games to several locales and certain hardware platforms. Looking at the feedback and analytics, I've noticed a lot of international interest in the game and have been asked to bring it to gamers outside of North America. So hopefully this explains using 55% of the funds.
As for marketing, I'll be focusing on showing the game at events like PAX and Gamescom to get the most exposure in several parts of the world.
Thanks for reading this far!!!
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Want to see the game released in your territory or language? Leave a comment below!
Risks and challenges
What you've seen so far is what's been accomplished with my own resources. I want to introduce the game to a wider audience and involve you in the development. I am also asking for support in funding the fees associated with launching in the territories and languages you care about.
All gameplay footage shown is real, and the code for all the major systems has been added to make sure the rest of production goes smoothly.
The game currently works on all my targeted platforms except Xbox One. I am already an ID@Xbox partner and will start porting to additional consoles after initial release on PC.
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