About this project
One of the rewards for the supporters, a hand-painted Xbox controller
UFHO2: HOW DOES IT WORK?
UFHO2 is a turn-based strategy game. It's a very simple game, in the sense that you only have a handful of different moves available to make, but it gets to such strategic depth that it could easily melt your brain.
It already happened to a couple of guys, so be warned.
So! The game takes place in an hexagonal-shaped maze, made of small hexagonal rooms connected by corridors. The goal of the game is to move through this maze and get to some little blue gems called, well... the Gems.
Now, these rooms can be rotated at will to connect (or disconnect) them to the others, creating new paths or unlinking routes. This is the basics of the game: every room can be rotated, even the one where your opponent is, or the gem, or the powerups...
The UFHO 101 - all the UFHO concepts in one image.
So from a simple game mechanic, comes a struggle of minds:
"Which one is the shortest path? Oh, and what if he rotates the area I'm in, in the next turn? And... what if I rotate his area first... Wait! What if HE'S THINKING THE SAME?"
It's sometimes confusing at first, but after a few rounds, you'll be spinning rooms like a pro, mastering the art of rotation and confusing your opponent as he's thinking... "What do I do now?"
Now add to this chess-like mechanic - already enough strategic I'd say - a bunch of powerups that increase the depth and complexity of the game by modifying some key game aspects, like giving more moves, rotating many rooms at once, blocking paths... you get the picture.
(although if you don't like them, you can actually customize matches in a variety of ways)
Gameplay from a 1vs1 match (watch it directly on Youtube for higher details)
THAT'S IT? IS THIS ALL?
No, this is just how the game works.
The universe of UFHO2 is a living thing: the game will in fact have a rich story mode (or single player, campaign, ...) that will guide you, match after match, through the different gameplay aspects of UFHO. Starting with movements and simple rotations, going on to hindering the opponent, to mastering powerups, one by one (there's 9 of them right now), up to the challenge against the most powerful and cunning alien race (one of them which is a guest star from another famous game... spotted it?).
A family portrait of some alien races in UFHO2
While doing this the player will discover the story of the UFHO universe, its inhabitants, and of some key locations. All the alien races have distinct characteristics reflected in gameplay, and all the alien worlds you will visit have different level layouts, changing the game style every time (do you think you will be able to keep up with it?).
A tangled 2vs2 match, with some powerups here and there.
Additionally, UFHO2 will feature local multiplayer up to 4 people - that is, play with your friends and show them who's the boss in front of the same PC or sharing the same tablet. Team match or free for all.
Since they say the sky's the limit, but I'd rather say that the universe is, you'll be able to play against friends or strangers from the whole galaxy through online multiplayer.
A trailer dedicated to UFHO2 strategy
WHAT DO WE NEED THE MONEY FOR
UFHO2 maybe looking pretty and be playable, but we still need a lot of time to finish the whole game in terms of assets, and we also want to port the game to another programming language so to make it available on different platforms. Without going into tech blabber, the money will be primarily spent on paying the expenses that we will have while developing the game. Some examples include the hardware used to develop, the software, licenses (such as the one to publish on the App Store), bills, and outsourcing (for programming the AI, for instance).
UFHO2 will be made available for PC and Mac, and later on for the iPad and Android tablets. We're also considering of bringing it to iPhone/iPod Touch and Android phones, but this is a secondary step.
SO WHAT IS THIS TINY COLOSSUS THEN?
At its heart, Tiny Colossus is a two-people team.
One is Ciro Continisio - designer, programmer, graphic artist, you name it - who worked on the original UFHO and built what UFHO2 is now. He's also the bold guy who showed his face in the video, three times.
The other is Francesco D'Andrea, a skilled and prolific composer often working as a freelance, who's the author of all the music and sfx of all Tiny Colossus games, as of several other games.
Apart from them, a number of people are occasionally working on the project or helping out with minor details. They will reveal themselves, in due time.
If you want to stay updated with this campaign or the development of UFHO2, you can choose to follow our Facebook Page, our Twitter, or our Youtube channel. Or you can follow them all and achieve the en plein!
Also, keep an eye on the campaign, because we plan to release some surprise (apart from the already awesome perks on the right column!!).
Thank you so much from the Tiny Colossus team.
Once funding has been completed, we'll develop a multiplatform version that will be published for PC, Mac, iPad and Android tablets almost at the same time.
A bit later we'll prepare a smaller iPhone/iPod Touch/Android phones version, since that needs some work to cope with the smaller screen.
YES it is. And we'll tell you how do we know.
When the first UFHO was launched on the web, we played it extensively with dozens of players around the world. We know that the game is fun, and the more fun if played with someone you know.
It gives great satisfaction to be able to overcome your opponent thanks to your smart thinking, and unlike chess everything is quicker and fast-paced, so the action is more frantic overall.
And if you still don't believe us, try a very early demo:
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