Hey,
Name’s Daniel. Me and my brother in law are working on a puzzle/problem solving atmospheric survival game (Pixel art!). I have basic understanding of GDScript, and I am able to implement basic things myself, but I am first and foremost artist, focusing on game design ideas, and visuals. My brother in law is very proficient in coding, but he is lacking time because of family for working on the game on a weekly basis. Therefore I am looking for someone, who is able to join us creating this game.
I am looking for volunteers for the moment, but if the game will be realized and there will be a reason, a studio will be opened with contracts, and possibly salary based on the game’s success.
About the game:
You, as a technician work in an underground nuclear powerplant. During your shift a meltdown starts and you need to find your way out, while securing the plant and saving your colleagues.
The whole game is on a timer and every level has more and more puzzles/problems, you need to complete in order to progress. There is permadeath, and you will have to restart the game on higher difficulties. Currently planned 3 difficulty, where on the casual, you would be able to save and reload, stop timer etc, while on normal you have one save, and timer only stops during puzzles, and on highest difficulty, time does not stop.
What we are planning to finish in the first leg:
Prototype of the first floor, so that we can test the game’s viability, and if it is worth investing more time into it
What we have so far:
Story board for the 1st floor
Most game mechanics are written down (not implemented)
Player character (including necessary animations)
Tile Atlas partially (more or less done enough for game testing)
Puzzle ideas (2 of 3 done)
Puzzle sprites for testing (2 of 3 done, but none is implemented in the game itself)
Usable Items/UI partially (only the visuals, and the idea how they supposed to work, but not implemented in the game)
If you are interested, please do not hesitate to send me a message or ask in the comments!
Best regards,
Daniel