Dungeon Panic is a mobile game for Android and iOS-powered devices featuring Roguelike dungeon delving coupled with town/NPC interactions in the vein of such games as Animal Crossing and Harvest Moon. Your character will befriend townsfolk and enlist their aid in exploring the many dungeons of the game world. It is being developed by the Princess Panic team.
- Roguelike dungeon crawling, expanded! Your character won't just have a single dungeon to take on, but a host of procedurally-generated gauntlets.
- Every game is different! NPCs, the world, dungeons - it's all procedurally generated, and every game will be a new experience.
- Strategy is key! Do you spend your time on a single dungeon, trying hard to reach the bottom (and get back out!), or do you hit many, only going deep enough to finance your next adventure? Who do you bring with you?
- Character interaction! Choose your team wisely; they're the ones watching your back down in the dark depths. And when you're about town, be sure to spend time with your new friends or you might find yourself exploring all alone or with your worst enemies!
Dungeons, as mentioned, will be randomly generated and filled with a host of baddies to be beaten and troves of treasure to be looted.
Movement and combat are turn-based, with all the action waiting on the player. You will have as much time as you need to decide your next move, whether it be to hit that mace-wielding footpig with your Sauce Pan +3 or to turn and high-tail it in hopes of surviving a little longer as a ravenous horde swarms in behind you.
There are dark and evil things in the lower levels, should you last, but there are also equally wondrous treasures to be found.
Almost every character you meet will be unique in his or her own way. Some will like you more than others, some will like others more than you. Some might even hate you and seek to sabotage your efforts in the dungeons.
It's up to you to decide who to befriend and who to take with you on your excursions. Your best friends will serve you well in battle, or help in spotting traps and loot. Some may grow to like you as more than just a friend! And even your worst rival in town could prove useful in a pinch; who knows, maybe defeating the Pig-Lich of Markvar together will help patch things up to form a lasting relationship.
The town is a living thing. Adventurers come and go, and some may decide to settle down. As the leading adventurer, you will have a say in what gets built and who stays and goes.
You will be able to place treasures found in dungeons or purchased from the store around the town and in your house. As the town's prestige increases, so do does the quality of adventurers who arrive.
Dungeon Panic will have a classic 16-bit style with pixelly characters and environments. The world and style are still under development, but we intend to stick fairly close to the fun, cartoony style already established for Princess Panic. In fact, much of the visual development for Dungeon Panic will help enrich the broader world of Princess Panic.
The game will be developed initially and first released for the Android, with ports for Android-powered devices like the Kindle Fire and OUYA (once it comes out). Ports to iOS devices will follow. Due to the sheer amount of support we're getting, we'd like to try and get the game on as many devices as we can!
The Adventure Continues
The world of mobile development today allows many new opportunities for games developers. Online distribution allows us to roll out updates and new content on a continuing basis after release. We don't need to worry about putting in the kitchen sink right away, and we will focus instead on delivering a simple, polished product at release.
The Dungeon Panic Team!
The main three dudes are as follows:
John King has been slumming about in the corporate Unix world of central Texas for a number of years following a stint as a film student somewhere in the wild deserts of New Mexico, where he was known mysteriously only by the moniker "Kutani." Having wanted to create video games since he was a wee tyke, he finally decided to use his talents for Awesome and make it happen.
John is the co-creator and developer of Dungeon Panic and lead developer for Princess Panic.
Severin Piehl started life an an animation student at Savannah College of Art and Design, where he met some people and learned some stuff. From there he became an intern at Nickelodeon on the show Spongebob Squarepants, where he met even more people and learned even more stuff. Severin's first experience with games was on the fighting game Skullgirls, working as an animation cleanup artist. Nowadays he draws a webcomic called Tove.
Severin is the co-creator and artist of Dungeon Panic and lead art director for Princess Panic
Josh Lesnick has spent his life drawing comics, comics, and more comics, usually for the internet. He's probably best known for his ol' comic Girly, but is gradually becoming slightly better-known for his current comic You Suck (slightly NSFW). Making videogames is one of the things he dreamed of doing as a kid. He even made a bunch of custom game maps and mailed them to Nintendo.
Josh is the creator and director of Princess Panic and shall mostly contribute writing to Dungeon Panic
In addition, Matt Bixler produced the fantastic Kickstarter video for us and Toby Mobbs provided the music, and they are both contributing to the games as well, along with several other talented folks.
Princess Panic is the game that our creative team originally got together to make - a full-length 2-d sidescrolling RPG with full animation. The nature of the project demands a game that'll take at least 20 hours to play through, and with all the characters, environments, and dialogue needed... it's a big project, to say the least. We came up with Dungeon Panic when we realized that, being a brand new development team, it'd make a bit more sense to start out with something smaller. After all, Square didn't make Final Fantasy games right out the gate. They made a much-simpler racing game and first-person shooter before ending up with the series they became known for.
Going with the mobile market will give us an opportunity to get some practice in, and see what we really can do within a deadline. More than that, all the money we make from it will go toward creating the larger game. If you're excited about Princess Panic, supporting Dungeon Panic will help make it happen!
REWARDS & STRETCH GOALS
Combining the adorable rambunctiousness of puppies with the horrible mess of slime, here comes a pet that guarantees you'll never have clean floors again! Your very own slime puppy follows you on missions, gleefully biting your opponents and leaving slime trails all over the place, slowing any enemy that passes through them. Slime puppies come in a range of colors, and you may pick your favorite when you redeem your adorable puppy.
Contribute $8 and you will get a special Kickstarter-only piece of in-game furniture. Contribute $15 and you will unlock some special Kickstarter-only NPCs pictured above!
Everyone who contributes at least a dollar will get a special Dungeon Panic webcomic by Josh. It'll start out at 2 pages, and for every $500 above the goal we get, a new page will be added!
In addition, some of the tiers include Princess Panic sticker packs. We'll have pictures of these soon, but for now we'll say that there will be a set for Princess A, one for Princess B, and one featuring the fairies of Princess Panic.
We may add more fun merch as we come up with it, so keep an eye out!
Finally, the stretch goals...
- $4500 - Dungeon Panic will get an OUYA port! UNLOCKED
- $5500 - Dungeon Panic will get an iOS port! UNLOCKED
- $6500 - Online item and NPC trading will be made available
- $7500 - ?????
For more information about Princess Panic, visit the development blog at prinpan.tumblr.com!
Risks and challenges
Any collaborative effort is its own challenge, and games are a notoriously heavy challenge besides.
We have put together a strong team, and we believe we have a solid concept. This will be our first delivered product, however, and in that light our three main challenges will be:
- Complete the game as designed.
- Stay under budget
- Stick to our deadlines
Our goal is to produce, in a relatively short period of time, a solid, simple, polished product. We are expliticly designing with a highly aggressive production cycle in mind, and so our most prominent risk is that we go into overtime.
We have multiple programmers and artists on the team, so no one person is a point of failure for the entire endeavor.
In short, we are going to make this happen. We could run late, and we will be up-front with all our backers should that start to occur, but we will deliver.
We want to make fun games for you to play, so help us bring them to you!Learn about accountability on Kickstarter
- (30 days)