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Top down 2D shooter

Inspired by:

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Core gameplay

  • 2D top-down shooter
  • Asymmetric Local Co-Op
    • Two robots with different abilities
  • Focus on upgrade and survival mechanics
    • Exchange of parts

“Two outdated robot friends are escaping scraping while being chased by various government officials”

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Unique selling points

  • Gradual degradation
    • Robots slowly lose their functions
  • Part sharing system
    • You have to share parts to upgrade and repair your robot
    • Dropped parts can be used by enemies
  • Asymmetric gameplay
    • One player is playing on keyboard, other on mouse only

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Gradual Degradation

  • Players gradually lose functions
  • Damage results in lost functions

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Parts Sharing System

  • Sharing and exchange of parts necessary
  • Trade functions between players

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Asymmetrical gameplay

  • Carl is controlled by keyboard only
  • Jeremy is controlled only by mouse, and only he can swap parts between the two of them

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What have we achieved

  • 15+ minutes of gameplay
  • 3 hand crafted story levels, with story screens in between
    • Including bossfight that incorporates parts mechanics
  • Endless arena mode
  • Interactive tutorial
  • 12 unique degradation mechanics

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Tutorial

  • Interactive
  • Explains the parts system
  • Instruction bubbles

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Level 1

  • 5+ minutes long
  • Get from point A to B, backtrack to generators, run away

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Level 2

  • Survive for 5 minutes,�while fighting hordes�of enemies
  • Luckily there are spare�parts around
  • Enemies take a lunch�break once in a while

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Level 3

  • You have only 3 minutes 26 seconds
  • Kill the Boss within time limit
  • Boss mechanics interact with the parts system
    • He also has a second stage and bunch of minions

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Endless Arena

  • Endless game mode, survive for as long as you can, with more and more enemies spawning every minute
  • Used as a public alpha �for gathering feedback,�layout was later reworked

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Story screens

  • Three of them
  • With story and screens, obviously

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Artstyle

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Marketing

  • Terrible acquisition rate, marketing is hard
  • Silicomrades FB Page
  • Silicomrades Web Page
  • FB Ad Campaign
  • Several Reddit posts
  • Silicomrades Public Alpha on Itch.io
  • Silicomrades business cards, handed out at GDS

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Silicomrades in numbers

  • 257 Trello tasks planned and completed
  • 463 commits into repository
  • 87 scripts, with 4930 lines of code in total (excluding blanks and comments)
  • 689 asset files
  • 6 dollars donation received through itch.io
  • 525 page visits on itch.io
  • 205 unique alpha players
  • 23 hours longest hackaton - we took a nap, lead artist did not
  • Jetbot animated in 90 different directions
  • Net profit -266$�

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Outside the Fox Team

Jan Holan�Team Lead, Lead Designer, Programmer, Copy

Mikuláš Hrdlička�Lead Programmer, Designer, �QA, PR Manager

Štěpánka Kološová�Sound Designer, Artist, Level Designer

Jakub Eremi�Lead Artist, Animator, Level Designer

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Who did what

  • 128 hours tracked on Toggl
  • Analytics, marketing, PR
  • GDD QA
  • Added most of the tweens into the game
  • Programmed
    • Part System
    • Weapons
    • AI
    • Animation controllers
    • Minor tweaks and bugfixes
    • Level 2 objectives
    • Interactive tutorial
    • Part of bossfight

Mikuláš Hrdlička�Lead Programmer, Designer, �QA, PR Manager

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Who did what

  • 130 hours tracked on Toggl
  • Team Lead
    • Meetings, synchro calls, decisions, issues management, work allocation, deadlines, roadmap, morale, solving team disputes
  • Lead Designer
    • GDD writing, original ideas, inspiration, design consistency, keeping vision on track, copywriting
    • Testing and feedback
  • Programmed
    • Defect system
    • Health and damage systems
    • Most of UI
    • Most of game objectives
    • Bigger half of bossfight
    • Minor tweaks and bugfixes

Jan Holan�Team Lead, Lead Designer, Programmer, Copy

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Who did what

  • 103 hours tracked on Toggl
  • User Interface
    • Briefing screens, Pause menu, Credits
    • Inventory and parts system graphics
    • All icons
  • Marketing
    • Team logo
    • Business cards
    • Facebook Ads
  • Level design
  • Cooperation with sound designers

Štěpánka Kološová�Sound Designer, Artist, �Level Designer

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Who did what

  • Over 500 hours estimated
  • Lead Artist
    • Character design
    • Story screens
    • Over 50+ scenery objects
  • Animator
    • Two main characters and enemy fully animated
    • Sparks, explosions, muzzle flash and other particles
  • Level Designer
    • Added scenery to levels
  • Also sound designer, in his spare time

Jakub Eremi�Lead Artist, Animator, Level Designer

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Who did what

  • Pretty chill guy from Charged Monkey
  • Tons of useful feedback and insight
    • “Playing this is physically painful”
    • “Jetbot is total asshole, nobody wants to be Jetbot”
    • “Eight animation directions are more than enough”
    • “Too much good”
  • We are still not sure how to pronounce his surname

Petr Strecker�Team Mentor

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Thank you for your attention!

Any questions?