Monday, February 20, 2012

The Joystiq Indie Pitch: Against The Wall

I'm working on a baffle platformer called Against the Wall . The indicate of the diversion is to try a world that is a infinite, prosaic straight surface. Players use a device that lets them lift bricks out of the wall and form ledges, vouchsafing them bound from place to place without descending off the side.

You lifted more than $8,000 for Against the Wall in your Kickstarter promotion -- more than your goal. What do you regard done your promotion so successful?

I had a playable demo of the diversion available. Most of the people on Kickstarter look for appropriation with usually the virus of an thought rsther than than anything concrete. My summary was that we have this great thing, and it works, but we need the resources to spread it and make something extraordinary. we didn't must be offer t-shirts or other rewards, we just let the diversion verbalise for itself.

Against the Wall seems formed in a philosophical, quasi-existential grounds -- is there more at the back the thought of an infinite, life-bearing wall than a game?

That's for players to interpret. I'm focusing on developing a fun and immersive gameplay experience. we wish people to feel lonesome and exposed whilst traversing this straight precipice face, nonetheless at the same time empowered by their capability to ascend onward. we won't force any summary in to the diversion or supply an pithy narrative. People will have to figure out what is going on for themselves.

What desirous you to make Against the Wall ?

I proposed the diversion back in May as a segment of the Ludum Dare, a contest to make a diversion from graze in 48 hours, solo. Back in college we wrote a story about people rock climbing an gigantic wall (inspired by Borges' Library of Babel ). While brainstorming, we took my aged thought and motionless to make it in to a game. The thesis is to contest was "It's Dangerous to Go Alone, Take This." we didn't have sufficient time to emanate a credible query giver, so we modeled a scarecrow, pinned a bell to it, and put the section strategy device at its base. we moreover built the world out of a few thousand bricks, coded some simple functionality and transformation controls, and managed to contention it correct before time ran out. It was a coarse prototype, but we saw a lot of prospective in it.

What's the coolest aspect of Against the Wall ?

The wall is infinite; it's procedurally generated by the diversion as the player moves by it. If you make a fake pierce you'll be descending by the sky forever.

I had this summer work that prevented me from working on the diversion for a while. It was a proffer location that could have led to a full-time gig. we finally stop work to follow my dream, but we still mislaid a couple months of growth time.

Why rise independently, rsther than than work for an determined company?

I've seen tiny teams and people make names for themselves by developing and releasing their own games. This has desirous me to take a shot at indie growth myself. So far, I've been able to ethics Against the Wall effectively and emanate an mood that people appear to enjoy. we know that we can do this, and that there isn't any actual must be turn trustworthy to a publisher.

Plus, we wish to keep imaginative manage over the game, something we would may have to give up whilst working beneath a publisher.

Do you see yourself as segment of a incomparable indie movement?

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