We’re proud to announce that our fifth game project is well underway! Space Food Truck is a tongue-in-cheek, cooperative digital board game for PC, Mac, and Linux. You can check out some early video and read through a wealth of information on our Kickstarter page. We also need all the Greenlight votes we can get to bring this game to Steam!
We’d been lucky enough up to this point to fund all of our projects 100% by our own game sales, but we found ourselves stuck choosing between some pretty brutal feature cuts this time. We could only really afford to finish it on our own if we removed online play, used “clip art” sound effects and music, and axed most of the animation and polish. We hope you’ll consider supporting our Kickstarter to help us take this game to another level. If it looks like something you’d want to play with your friends or family, we could really make this something special with your help!
I know many of you are probably wondering, why a PC game? Space Food Truck is an effort to branch out to a new platform and make something a little deeper than the average mobile game. We’re excited about making the jump to PC/Mac/Linux, and all the game design possibilities that opens up for us. We’d like to thank all of our fans immensely for their support over the years, and we hope you’ll join us on this weird little trip to space!
There’s been a lot of time spent on this blog talking about our fifth game, and we almost have everything we need together to announce it (honestly, I was hoping we’d have it ready this week). I can still give you a little taste, though. Here’s a picture from a few months ago at our first, super-ugly prototype play test. The game being super-ugly, not our testers.
We said we were leaning toward multiplayer, and that’s definitely happening. You’ll also notice our testers staring at a bunch of rectangles, because it’s a digital card game! Much, much more detail coming soon with the big unveiling.
We even went as far as exploring art styles for an Outwitters sequel. Here’s a Mortal Kombat-esque miniature board mockup with a Feedback “hero” character. One of our Outwitters 2 designs involved these heroes that worked like really durable special units.
Outwitters 2 was a heavy contender for Game 5, but ultimately we decided to go with something completely fresh. On the left are a few soldier designs for a new dystopian Adorables team, and on the right are some updated looks for the Feedback soldier.
I think we’re still a few weeks out from our big Game 5 announcement, but keep checking back for more updates!
I apologize for this post title. It’s awful.
We’ve had a discussion about the Game 5 announcement, and it’s going to be a bit more elaborate than our usual “here’s the logo, see you in 6-12 months”. Working on getting all that together now, so stick around!
Here are some more sketches I did for that narrative Game 5 idea (which we aren’t going with). It was going to be sort of half-Year Walk, half Zelda, kinda point-and-click adventurey. These concepts were for the witch that lived on top of the mountain.
We’ve actually zeroed in on our Game 5 idea, and should be able to announce it soon. First I think it could use a title.
While we all wait patiently, here’s a concept/style exploration piece for a weird little RPG idea I was messing with. This guy’s called the rhinosaur ™.
Prototype time isn’t just a time for game ideas. I try to squeeze in some character concepts for fun, too. This guy was for a narrative idea that won’t likely be Game 5.
One last batch of character classes for this prototype, and we’re ready to start trying some other new ideas. Hopefully whatever we do for Game 5 will involve my favorite new character, Plug Face.
Even more new class ideas. If we go with this game, I’ll definitely stay busy in the art department.
Just when you thought the last prototype couldn’t get any classier, I added some more classes to it. Including fat class, tiny class, and boot class. Lots of cool strategic combinations in this one.