Hi! Lately I have been teasing images about my upcoming game, Demented Pixie. You probably already got an idea of what this game is, more or less, but it’s about time to flip the cards and show the figures.
What kind of game is it?
Demented Pixie is a Top-Down Twin-Sticks shooter, and also is a randomly generated Roguelike. That means there’s shooting, there’s item using, there’s equiping items to improve your stats, there’re tons of bosses, combinable power-ups, minimaps, shops, hordes of enemies, and courtesy of both genres, there’s gratuitous difficulty! And lovely permadeath.
Healing geyser
*Old* powerup combination
Random map generation
What about the story?
I’ll let this little part of the introduction narration speak in my stead:
Sprites, pixies, fairies…
Many names have been given to the fair folk.
Born of magic, and magic themselves,
their power only limited by their will,
there was just one thing they feared: madness.
A pixie with a broken mind had imprevisible,
dangerous, chaotic powers.
Legends says, in the bottom of their dungeon
lays the most dangerous of them all.
But was it really a demented one?
Or did they just fear its powers?
Once again, it tries to scape,
with little scraps of sanity as its guide,
and the darkest madness as its weapon.
Why?
I have wanted to make a roguelike-like for quite a long time, and in fact, have many other game ideas that could fall under that category, but this one got a lot of weight after one night I dreamed about it. By the design of the fairy you could think I was inspired by Zelda games, but actually, I’m not a big fan of them (Only got really into minish cap). My inspirations for the gameplay, however, are very certain. Those are the games that made me want to make this game the way I’m making it:
- Paranautical Activity
- Dungeons of Dredmor
- Ultratron
- Smash TV
- Those weird bonus levels on Spyro the Dragon 3 where you controlled Sparx
- and, of course, the king of indie roguelike-likes: The Binding of Isaac
Jar
*Old* equip menu
Boss: Ig the apprentice
Two pickups, heart and key. Keys are neccessary to advance in this game.
What can we expect now?
The game is coming along nicely, but probably I’ll run a kickstarter campaign. I’m beign totally sincere now, as I’ve allways been: This campaign is not neccessary to complete the game. My expectatives on it are higher than what can be done with zero as my budget, though. Software licenses, original soundtrack, publishment fees and other things will require some founding, so I hope for a successfull, if not huge, kickstarter campaign, which will actually have some interesting rewards for the backers!
I don’t know exactly the release date, it’s far from now, maybe fall-winter. It depends of how much I can afford to put in the game, and how I can publish it.
I want to help!
Wow, that’s nice of you! Currently, an online Public Relations guy/gal would be awesome to add to the team.
If you want to actually give some ideas don’t be afraid of sending them to me by e-mail, on twitter, or just plain here as a comment. You can help too by talking about it on your favourite social media site, writing an article about it, or what have you not. Tell me and I’ll make sure to pass by and thank you! ๐
Final words
Well, this is my idea. This is the game I’m making, and the one I want to make. It’s also a game I love making, and a game I hope you love, too.
An amalgamation of magic, thrill, and thought, a dark fairytale, something dark and full of light.
Thanks for your attention, and stay tuned for the first teaser, the demos and the press releases! Let’s start this!