Simple casual puzzle game with a surprising amount of depth. Place pieces in order to create combinations and solve the goals. Easy to learn, but challenging to master. With 3 different game modes planned (puzzle, point, saga) and a fully featured editor to create and share your own puzzles. Leaderboards, social integration, and three different supported platforms (Web, iOS, Android). How far can you make it?
Two person team, living outside Philadelphia, consisting of a designer (Stefan Lopuszanski) and a programmer (Adam Reifsneider). Both avid gamers who have a passion for making games and want to do it full time. Sick of the traditional stagnant video game corporate structure we both want to break free and express our love of games.
Monkey vs Robots is a casual puzzle game with pixelart graphics and some mid-nineties retro feeling, with a gameplay similar to Puzzle-Bubble or Arkanoid.
We’ve already released a lite version (or demo if you will) some months ago for different mobile platforms, such as iOS, Android and Pandora, and a Windows one which was only a scaled up version of our game for mobiles.
We were hoping, if the reception were good enough, to be able to add more content and create a full version to be sold at the minimum price in AppStore and Google Play. We haven’t decided that by the time because the three of us had full-time jobs at the same company, which is shutting down the office in 4 months. So we thought it was a good chance to focus on the game now.
Our goal is to add more stages, enemies, ball types, etc. Basically, more content, but also we want to make a new version for bigger screens (PC and tablets) and an OUYA version, if possible, since we already have experience with Android.
We’d like to enter Burst! in the IDG program, last year we made a 2D Flash proof of concept and we’ve recently begun redoing the entire game in 3D in Unity based off of user feedback.
In the original Burst!, we had players queue up fireworks then blow them up to the beat. In the new version, we’re redesigning the gameplay so players just detonate the fireworks (no queueing required) so that the focus can be more on the fireworks themselves. We already have several garage bands lined up to provide music and are looking for more. We also support what we call an ‘educational lite’ element in Burst!. Educational lite means the game doesn’t prep people for school tests but still naturally incorporates STEM (Science, Technology, Engineering or Math) or History into the gameplay to increase player comfort with STEM/History topics. In the case of Burst!, as players progress they unlock elements off of the Periodic Table to increase their color palates, and these are the same elements that give fireworks their corresponding colors in real life. We also allow players to design their own ‘special shell’ that lets them put their own unique design in the sky.
Our team started officially in 2006 as a way for my brother (Trevor Hughes, 6 years younger) and I to take our lives back after our family lost everything when Trev was diagnosed with severe kidney failure in 2002 (he’s had over 60 surgeries since then and is currently on the transplant list). Since starting, we’ve had a lot of work done and are now at a place where we’re making Burst!, a fighting game tech demo called Shattered Soul and also teach kids game design in schools through Sony’s LittleBigPlanet 2. We also were paid to make an educational level pack for LBP2 that taught STEM through rides and roller coasters.
Who are you ?
I’m Mikale Erhart, sixteen years young but I’ve been interested in making games ever since I can remember. I’m an artist mostly, but I have self-taught myself programming. I have been making Flash games for the past four years. My most notable published project is “Leaf Catcher”, which is available for the iPhone, Android and NOOK. The game has had over 20,000 downloads. Everything was made by yours truly except the music.
What project will the Indie Dev Grant be helping you complete?
My current game project is called “Falling Dreams”. It is a casual iPhone game idea I have been developing since April this year. I have some of the art assets done already, but I wanted to upgrade to a new game engine before starting development. I have been looking around for tools, and have been considering either the Corona SDK, Stencyl Studio, or Game Maker:Studio. (I currently use Adobe Flash Professional for game dev but it is outdated and I want to find something that is easier to program in.) That’s where a grant might be helpful.