Flap jack is a procedural ocean game that combines linear progression mechanics of eating and getting bigger and stronger, with the Metroid like thrill of getting rare new body parts and special abilities! There haven't been many underwater fish games, especially in recent memory, we want to change that. We sorta think fish could be the ultimate game experience and they just make sense for a video game. Fish are relatively simple, have a lot of character considering their face to body ratios, are universally recognizable and most importantly, fish and ocean exploring are just flat out fun!

Post news Report RSS Recruitment demo

We've finally got together our little demo that we'd like to use to maybe nab another coder or two. Been a long road getting this far, but we need a little help going the distance, maybe you'd care to help us out...

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Videos:
Youtube.com
Youtube.com

What we're looking for:
A well rounded programmer with a knack for character controllers and AI systems. We seek someone eager to inject robust combat systems, with a knack for balance and feasibility. This is a core position for someone able to work in a team, has a strong work ethic, and can invest into a project. We have a casual team atmosphere, but that doesn't mean we aren't taking this indie thing seriously. If you're not a fan of rogue likes, or light action games in the vein of Ecco the Dolphin, spelunky, or diablo, this isn't the project for you.

What we're offering:
We've got art, we've got design, we've got a game that's nearing alpha, we have a tangible game coming together for you to be a part of. We have a no nonsense rev share plan that gives everyone their fair share of profit %, no bullshit, no founders fee (should this game ever start generating some income). Talented? Work hard? You get your fair cut. If you're a great programmer that just wished they had assets and a fun team to make a killer game with... Here's your opportunity!

What is SeaCrit?
A vibrant "Rogue Light" for a new generation of platforms and gamers. An underwater adventure that harbors innovative play as deep as the ocean! It challenges the notion that compelling games requires complex controls and static content that's over when the boss is defeated. SeaCrit has rich progression while shrugging off clunky UI that hinders fun while intimidating new players. The project has low technical overhead in Unity and can be ported and played on darn near anything by darn near anyone.

SeaCrit has immediate pull with fluid, arcade play and is further nuanced by long-term progression mechanics that "hook" the player. We're taking classic RPG formulae and deconstructing them to their core essences, making organic the tedious aspects of choosing a class, leveling your avatar, finding items, managing UI menus, and assigning stats so nothing gets in the way of the player's enjoyment. Strategic depth still exists, we've just gutted the nasty bits.

The gameplay elements of SeaCrit are tangible. Fish and the many areas they inhabit have discernable meaning at a glance and that immediate reaction carries weight in play. We don't use health bars or display health values, fish size is a direct and immediately relatable gauge of your fish's health and power, get damaged to be too small and other fish can gobble you up and you'll die, it just makes sense. Growing back to full health after combat is the same simple and core mechanic used elsewhere in SeaCrit: eat. Gaining powerful new abilities and literally growing in power is done through this same action: eating fish. There's simplicity here that we hope will build on itself to create a robust, but understandable style of play and expose people to Rogue Like elements and RPG's who never would have considered them before.

We don't require a story to get the ball rolling, we don't need to craft hundreds of levels that can only be enjoyed one time each. We're making early builds public while taking as much feedback as possible. If the game reaches an acceptable level of popularity, we'll know its time to start thinking about a release build, but we're not sweating the small things at this time. We believe if you build the right game, it sells itself one way or another and we're inching nearer to that game every day.

Why fish?:
Fish are a largely unexplored and great avatar type for a game. The physical differences between sea life are minimal and it's possible to generate large quantities of different types of high quality fish without too much effort. The same goes for their rigging systems and animations. A few modular systems for swimming, dashing, shaders, and AI and an entire ecosystem of various fish types can populate the ocean to create an incredibly diverse underwater experience the likes of which hasn't really been delivered in a game before. Fish are also universally recognizable to most all cultures and demographics. Whether you like cute little clown fish or the majesty of great white sharks, most everyone likes fish.

But enough talk, try it if you'd like!
Moddb.com

About our demo:
It's hardly perfect, it's rough around the edges and needs a lot of "love and care", but if it didn't we wouldn't be doing recruitment now would we!? We know the damage/ size systems are off. We know fish parts are currently lacking in diversity of play and new abilities. We know the musics transitions are buggy... there are a LOT of things to improve and add. If you're a coder and designer than can look past these blemishes and see potential in the project you may be a candidate we're looking for!

About us:
We're a small team of 4 (currently) just trying to make a game. We meet on skype daily, and work remotely from all corners of the globe. We have an open, casual work environment with soft milestones decided on by the team in weekly skype meetings.

Our plans for moving forward:
Fill out our coding team and develop and maintain a high standards in code. Streamline our in-game systems to allow for global tuning of universal combat and eating systems, expansion of fish AI systems, fish parts, and ability systems.

Teaser Images:
I.imgur.com
I.imgur.com
I.imgur.com

Design Resources:
Gamesprout.com
Gamesprout.com
Gamesprout.com

Fish Design:
I.imgur.com
I.imgur.com

Fish Part Combos:
I.imgur.com

Assets:
I.imgur.com

We've come a long way in a year...
I.imgur.com

Code Snippet (so you know what you'd be getting into):
Pastebin.com

AI flowchart:
I.imgur.com

Conctact:
jeffrey_berry@hotmail.com

Thank you for your interest!

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