Super Mega Castle Quest (SMCQ for short) is about a group of young heroes in training that are sent to retrieve the glorious "C.U.P." from the clutches of the UnderGod in order to save the world. Their journey will take them through Ork infested lands, to the height of mountains, soaring through the sky, plummeting to the depths of the oceans, and finally to the edge of reality for a final epic showdown.

Along the way, they gain new items and abilities that will help them overcome the dangers they face. And in doing so, together, learn more about themselves and grow closer, stronger as a group.

The game was originally being developed on GameJolt, and has recently been migrated over here to IndieDB.

This game is a work in progress.

It will be an action, puzzle, adventure platformer.

The main influences for this game came from:

  1. Trine
  2. The Legend of Zelda: Four Swords Adventure
  3. Megaman
  4. The Lost Vikings (1 & 2)

The full game will feature:

  • 9 - 11 different stages!
  • 4 or 5 mid-bosses and 5 minion bosses (complete with boss rush)!
  • Unique mechanics and game play!
  • 1-4 player hotseat multiplayer!
  • Arena mode: Challenge your friends for top score or kills! (might also be online multiplayer)
  • Unlockable end-game content!
  • A dialogue-less silly, fun story about growing up and facing adversities!
  • An awesome retro-inspired OST (we'll find a good composer)
  • Possible in-game easter eggs (maybe)
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Let's begin

News

Well, I just noticed we didn't post any news since the indiedb page was created, so I guess I'll start ^^

First, introductions. My name is Matheus, I go for the nick of MatKrulli and I'm working as a game designer in this project. I'm mostly working on level design, polishing/developing the game's design that Joe started and generally making sure the project goes ahead.
Joe is our artist and he's also the one who came up with the general game idea, story, characters and such.
And, finally, there's Saulo, our coder.

Now, for our objectives. Right now, we're trying to finish the first few levels(that'll kind of act as tutorials) so we have a nice playable demo and either go for a kickstarter or try to find a publisher. Naturally, the kickstarter is preferred, but we're still keeping our options open. We hope to have whichever one running before late January. Also, if you like the game idea and want to comment on whether we should start a kickstarter or go for a publisher, feel free to comment either here or in the forum ^^

And, last but not least, how we're doing. Right now, we have the first few levels figured out. Both art and code are progressing at a nice pace, the only problem is that we're needing an animator.
Joe can animate, but he' already got his hands full with concept and scenario art, so we'll probably need an animator. Thing is, it has to be a pixel art animator(since that's the art style we're going with), so we're having some trouble finding one. That's pretty much the greatest problem we have right now(btw, if you know a pixel art animator(or are one!) and he's interested, please send me a message ^^) . As for music, we have it figured out and have plans b through z, so that shouldn't be a problem XD

Oh, and make sure to go to the forum, I've left some boards in there if anybody wants to comment on something or ask questions and am taking a look every now and then.

Well, guess that's that. See you guys next news post ^^

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Super Mega Castle Quest
Platforms
Windows
Developer & Publisher
Mighty Knight
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Custom
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Gamejolt.com
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Platformer
Theme
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