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May 11, 2014 10:01
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Speedypups indiecade
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| >>>Please provide a brief description of your game that is as specific as possible about the game mechanic, aesthetics, narrative (if applicable) and experience of playing the game. (max. 150 words). This gives an overview of your goals with the game, and who the game’s audience may be. It will guide the assignment of judges to your game, and be those judge’s first impression. | |
| SpeedyPups is an iOS platformer-runner game designed to capture the speed and fluidity of Sonic, with depth and creative level designs not elsewhere seen in the genre. You'll be running, jumping, dashing, breaking stuff, bouncing off robots and doing all sorts of gravity-defying tricks! | |
| And while we're at it, there are multiple different worlds each with their own deviously tricky boss. The robots have captured the baby pups, are you a bad enough mutt to save them all? Don't let the cute graphics and seemingly simple controls fool you - this game's designed to be a fast, fluid action platformer with enough challenge to satisfy even the most veteran of platformer players! | |
| >>> Please discuss the vision and inspiration behind the game, the context in which it was produced (art game, student game, etc.), and your goals for the design. (max. 300 words). This is your opportunity to explain to the judges why you made the game, and why you made the choices you did in designing and building it. Point out any creative decisions you feel particularly proud of, or that are particularly important to understanding the game. This material will be used in the IndieCade program and to teach IndieCade docents about your game. | |
| We were inspired by two famous games in the creation of SpeedyPups, the first everyone has heard of: Sonic the Hedgehog. We wanted to recreate the magic which made those first 16-bit Sonic games so great. We wanted to recreate the fast and fluid fun in the sense of speed, hopping past obstacles and not even slowing down to dash into an enemy with a few how-is-that-possible flourishes (think the loop-de-loops and other gravity-defying mechanics). | |
| The first obstacle here was the controls, since we wanted this to do this as a uniquely mobile experience. We didn't just want a touchscreen control pad with buttons, but something that felt designed for mobile. After a whole lot of iteration and polish, we think we've gotten it down. You tap to jump, and tap again to double jump, standard stuff. You hold down to float, or fall slower. And finally, you swipe to dash and roll in the swiped direction. It's simple stuff, but opens up so many directions in gameplay. You could call the game a runner, but it's not just one direction you're running. You'll run up, down, inclined, backwards, upside-down, and every other direction. | |
| The other game that really inspired us was the more recent Rayman Origins. We loved the great art, animation and design, but even more than that the really hardcore twitch split-second gameplay the harder levels demanded. | |
| In short, we thought that modern mobile infinite-runner games were a little boring. Bland, repetitive and propped up by skinner boxes and IAP's. We wanted to do the mobile platformer right, and hope you enjoy our creation as much as we enjoyed making it! | |
| >>>Please enter instructions on how to install and launch the game (max. 100 words) Please be explicit about desired technology, and any non traditional steps taken to install the software. | |
| Launch the app, watch (or skip) the intro cartoon, and you'll be in the menu. | |
| The default starting world should be the tutorial, so just press "Run" then "Free Run" to start the game. The in-game tutorials should take it from there! I'd recommend at least playing until the end of the tutorial (there'll be a "Cape" minigame). | |
| Back in the menu, you can fast-forward to any of the other levels. Press the map icon (bottom-right) to go to the world select screen. Check out the labs (think dungeons) for a tough challenge, or Worlds 2 and 3 for a nice change of setting. Once you select a new world, go back to the main page (home icon in the bottom middle) and press "Run" then "Free Run" to start this new world. | |
| >>> Please tell us the story of how you got your game made, including resources and funding. (max. 150 words). This is a hook or pitch for your team and game, so make it short and gripping. It will be used in IndieCade promotional materials if your game is selected for the festival. | |
| We're a pair of students up in Seattle working on this in our free time as a labour of love. And we've been at it for quite a while now too -- we've been working on this idea in some form or another for almost two years now! We're planning on releasing it free on the iOS app store (and hopefully soon after on the Android store), with no real hope or plan of making a flappy birds-like pile of cash. For us, we just want people to hear about it, play it, and enjoy it! That's why we're entering Indiecade, and hoping for the best. | |
| >>> Please provide a brief description of your team, the number of members, working philosophy, the context in which the work was creative, e.g., student team, arts collective, skunkworks within a larger development studio, as well as your work style, e.g., distributed, co-located, etc.; have distinct roles or all work on everything, etc. Include a sentence or two on how the team members met. (max. 150 words) | |
| Team SPOTCO met through a group of friends interested in making a game. Of course, the indie life wasn't for everyone and the group quickly dwindled down to only the toughest and most hardcore. We worked remote for a while, meeting up every once in a while to talk gameplan. But recently, we've had the luck of being able to work under the same roof as housemates. Since then, progress has quickened exponentially and we're pushing to ship soon! |
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