Super Combat Fighter is an over-the-top, content packed, amalgamation of every digitized 2D fighting game from the 90's and more. Bringing back and featuring digitized fighters, loud announcers, classic 2D gameplay, ridiculous mods, cheat codes, easter eggs, and plenty of C-C-C-C-COMBOS - it will engage both the nostalgia within, and any modern gamer wanting to give their friends a legendary beatdown!
We've taken all of your favorite parts from other retro fighting games and smashed it into submission to create something awesome. Super Combat Fighter will have homages to some of your favorite character archetypes, as well as original renditions unique to the SCF universe that we've been dreaming up for years!
We're even working on adding some popular personalities from the 90's and now to round out the roster. TMNT and Surf Ninjas fan? Well we went and got Ernie Reyes Jr. to be a part of the fighting roster. Boom.
There will be more to come too. So keep your eyes on the updates!
Need a refresher course on 90's fighters? Want to check out some of our inspirations and understand why we're so passionate about channeling the essence of retro fighting games and the green-screen process for digitized characters?? Check out this video for more on the fun we're looking to capture with Super Combat Fighter!
If you've played any classic 2D fighter, you're already halfway there in preparation for battle. We've taken the gameplay you all remember, and made it more accessible to everyone. Even if you have no intentions to ever enter an EVO tournament, you'll still be able to pick this game up and have fun. It's made for the player who's looking for a casual entry into fighting games, while also accessible to those who want to master the timing and nuances associated with combat to become the ultimate ass kicker.
In short - there's something here for everyone.
But there's so much more.. we've not forgotten that content is king. And that's something we will capitalize on. If we meet the bare minimum campaign goal for the game, at launch it will offer 7 fighters, 10 stages, and 4 modes, along with several mods - including things you've always wanted to take part of (like 2 player GIANT battles!). If we manage to blow past our funding goal and make our stretch goals, we'll be able offer even more fighters, stages, modes, and mods at launch!
We're not stopping there though - post launch, we'll be seeking to deliver additional new fighters, levels, and modes. The content just doesn't stop coming!
We even got Jonathan Holmes from Sup' Holmes and formally Destructoid as our "toasty guy" - did you know he was also on Road Rules on MTV back in the day and cosplays a mean Sagat? Fun facts for ya.
But what's a 90's fighting game without memorable music? That's why we've gone out of our way to bring you your favorite gaming music artists - modern powerhouses who will bring you the crunchiest riffs, vocal tracks, and synthy goodness of your retro dreams.
So far, contributing artists will include Andrew Hulshult (Quake Champions, Dusk, Brutal Doom) and Sixixix (Tonight We Riot), and we indeed have some surprise artists we'll announce during the campaign.
Each of these artists will lend their unique flavor to each fighter's stage track to give you memorable hooks you'll find yourself humming for weeks. Don't believe us? Listen to their stuff below:
Andrew Hulshult on YouTube - Click Here
Sixixix on Soundcloud - Click Here
This is the fighting game that will get you screaming at your friends on the couch as you beat them senseless (but please don't do that actually though). Local multiplayer just like you remember so you'll have a hearty laugh and bond with your friends (or end friendships). ;)
Super Combat Fighter will bring you the latest in hyper-realism, as we use cutting edge "green screen capture" technology to bring you the realest looking fighters you've ever seen! It's so real, you'll feel the crushing blows across your face as the blood and fists fly!
So that was our marketing pitch from 1995. Pretty good huh? Well, as it turns out.. that "cutting edge green screen tech" found itself at the foot of a lot of bad games in the 90's, which is probably one of the reasons you don't see it much anymore. But 2D Mortal Kombat.. oh man. We had a shrine to Dan Forden in the office. So we thought about it and said, "what better time to bring something like it back"? We know we're not the first ones to do that - but with what we have planned, you will get to experience features you always wanted for the games you grew up playing.
See, the other cool thing about doing green screen actors like how they did back then, is that it really cuts down on the art development! We can focus on the moves, costuming and makeup to make our over-the-top characters come to life instead of needing the large amount of time dedicated to drawing sprite frames from scratch. We will just capture the frames with a modern camera and the process & clean them up in Photoshop. It's a much quicker process in the end, and allows us to focus on packing in as much content as possible.
In addition to this - our awesome co-developer in Headless Chicken Games is a Sony and Microsoft partner, (we've even got early builds already working on our PS4 dev kits!). We've also begun talks with Nintendo reps for future release plans. What does all this mean? Well, it means you will indeed see us have a release on PC, Mac, Linux (Steam), PS4, Xbox One, and Nintendo Switch eventually. Will it be physical? Digital only? We won't know until we can determine how well the campaign goes, but you can definitely make it a reality! Check out what that could look like!
Let's talk about rewards! Much like our game, we're hitting you right in the sweet spot with what you can get for backing the campaign. First and foremost - EVERY BACKER GETS ACCESS TO OUR ALPHA TEST IN Q1 2019. That means you will get to play the game way before launch, test it out for us, and give us valuable feedback to make it even better! This is important, as we want to give back to anyone who supported us down to the dollar, and not make you wait a year to play something you put your hard earned money into.
But if you want more (and we know you do), there's so much here to check out... collectible carts (non-functional) from the console wars - who has the best bits!?! Also other awesome things like mini-strategy guides with cheat codes you'll only find in print (until you post it on the internet anyway), to your very own severed head in the game as a headless warrior, and even a customized Polycade Arcade Cabinet! There's something for everyone. So check out what we have to offer below, and check out the FAQ here for additional details regarding the rewards and campaign itself!
Rest assured, we have more stretch goals planned for the project! We'll be announcing these and more as we hit funding milestones. Spread the word, follow our social channels, join our discord and jump in on discussions there.
We were really bummed when we found out our publisher was defunct! And that sucks, cause we had a huge budget! It was like.. $2,000,000 (which was actually pretty massive back in those days as I understand it now.. $5 for coffee, WTF?!).
Anyway, we looked around and found out you can sort of make games for a lot less these days if you're resourceful.
So far, we've sunk a considerable amount of our own money and time bringing this game up to speed. Most of that went to creating tools and a framework that makes the implementation of content much easier on designers and artists. We currently have 2 playable characters, 5 levels, menus, 3 modes, and basic gameplay done and being iterated on. We figure we need roughly $25-28K (after taxes, fees, and other stuff) to finish the minimum offering of the game. But that doesn't mean we can't shoot for more right? I mean, who doesn't love more content and features!? And that's something we could definitely do if you help us get there. But the bare basic game (7 fighters, 10 levels, 4 modes) is what we've budgeted for with our goal of $35K. We're a small, but effective group, and we've already made it pretty far on scraps - so we're confident we can finish the game with this amount of money.
Still think we're crazy? Maybe the FAQ will help.
We've got a pretty great and passionate team. I lead the bunch, but thought I'd update my bio to be like an "alternate universe version" of myself to keep up tabs with these new guys I found. Time travel yo.
Richard James Cook - Creative Director
Richard has been active in game development in one way or another since 2003. Starting out primarily as a 3D artist on Alias Maya 4.5, he has held roles as a designer, animator, and producer among many other things. He's also spent time as a filmmaker, creating 3 documentary movies around gaming - the latter 2 of which were published and distributed by Devolver Digital. Additionally, he's studied under industry icon Warren Spector at the University of Texas at Austin, and his most recent roles involved him as a UI Artist and Video Producer for the game "Battlesloths" (published by Rooster Teeth Games), and as a games trailer editor for New Blood Interactive (Dusk, Amid Evil, Tonight We Riot), and Humble Bundle.
Jose Pablo Monge Chacon - Technical and Lead Programmer
Jose Pablo Monge Chacon (JP) is the founder and director of Headless Chicken Games, a game development studio located in Costa Rica. For JP, game development is not just a job, it's his life dream, and being able to create new and exciting experiences it's a joy he experiences every day. When he is not trying to come up with a new game (VR, AR,Consoles, you name it) he is trying to help others make their games a reality. There's but only one thing that JP loves more than game development, and that's his family.
As you can see from the campaign video, our publisher from 1995 is no longer around! We need money! Ok, and a few other things... we've found that Kickstarter is a way for us to independently fund this project and get valuable feedback on the project early on, so we can deliver something shaped by both the fans and developers. We want to continue building the game on the foundation of every fun and ridiculous thing we loved from the fighters we've played, and give people the value (and copious amounts of blood) they deserve. Ultimately, this also means we're not needing to nickel and dime you to make back any funding advances. The game will always be one fixed price, with all additional patches and content 100% free post purchase. Just like the good ol' days.
Risks and challenges
Game dev is hard. Raising money for game dev is harder.
As any professional is aware of, tons of unknowns can come up during development. We've already been working on this game for a while, and have planned as much around those unknowns as possible. So far, we're doing pretty great! But we've been careful to not plan this out of scope (which is why we're not doing something crazy like promising online multiplayer at launch if we don't get to stretch goals! No matter what anyone says, online functionality is not easy - or cheap).
This extensive planning makes sure our risk of not finishing this is very very low. No game dev can ever know for sure what could happen - but we've done our homework, surrounded ourselves with experts and game dev veterans, and we assure you will get your money's worth.Learn about accountability on Kickstarter
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