Gravity Spin
Concept
Gravity Spin is a single player mobile puzzle/platformer with a minimalistic style. The concept is simple: You are a ball in a maze and your goal is to reach the green block. How do you do that? You as a player posses the ability turn the direction of the gravity, but that is not all: on your way you will meet blocks that would restart the level, guns lasers or just moving objects.
Gameplay Video
Levels
The game is estimated to have at least 96 levels in at least two chapters (48 each) at the start, and receive more with updates. There will be three game-modes:
- Normal: every level is independent and you can skip the especially difficult ones by watching a 20 second long video.
- Series - available only if chapter is complete: you start at the first level in the chapter and you work your way to the top, only one small detail: you make a step back with every failure, so losing at level 30 will send you to level 29.
- Hardcore - available only if chapter is complete: same as Series but this time no second chances. You have to complete an entire chapter from the first try - fail once and be sent to level one.
Vision
I see this game as being free experience not clouded by micro-transactions and advertisement, I plan to stick to the policy of players being abel to complete entire game without watching an add once. I hope to use advertisement only in three places:
- Watch a video to unlock a skin that you received for completing a task.
- Watch a video to skip a level that does not allow you to move forward.
- Watch a video to support the developer and say "Thank you",
I also plan on avoiding any kind of power-ups, I even considered a name "Pure Skill" for that reason.
Long Term Plans
What Are my plans on Gravity Spin after the release:
- New chapters
- New intractables in levels
- Steam release
- Game Center and Google Play achievements
- Facebook leaderboard and achievement sharing
- Everyplay integration.
About Money...
Why do I need $2000?
To go live I need to have a tool to track the progress of players to make game more user-friendly and levels more balanced and have access to all engine features to boost overall performance. In order to do so I need to purchase a Unity Pro License, which costs $1500 ($2000 - 5%(IndieGoGo) - 5%(PayPal receiving) - 5-10%(PayPal paying) = $1500 + 5-10% for unexpected expenses).
What will I do with extra money?
All additional funds will go on supporting me as a young developer and securing the future for Gravity Spin. That means that the more money I collect the more projects I will be abel to create in the future and the more updates I will make for Gravity Spin. Note that by "supporting me as a young developer" I mean, if things go very good, purchasing hardware (computer), software (Blender, Photoshop etc) and hiring a crew.
What will happened if I do not reach your goal of $2000?
If the collected money are below $1000 I will use them to pay for Unity Pro Subscription (75$/month), If the collected money are above $1000 I would add them to money from family savings to purchase the Unity Pro.
Perks
As you can see I am on a low budget and cannot offer you anything other then "Alpha & Beta test Membership", gratitude and place in the credits. I apologize for that.
The Impact
How is this project important to me?
That project will define my life: if it succeeds, so will probably the game, that would mean that I can make a living of making such products, if not, I would be put in a situation where I would have to face the fact that my view on the games is undemanded and I am better look for another kind of employment.
How is this project important to you?
If campaign succeeds, you will have a completely free game. The game is going to be done in February and only going to lack levels. So the game will air no matter what, but if the campaign fails, it probably is not going to be free, going to have price for every chapter and probably not going to have more then 6 chapters in total. Also it would mean that I probably going to try something else, which means no other games will come from me.
Risks & Challenges
I dealt with most of the problems before coming here so probably nothing will cause a delay. Here is the list of things that unlikely but could happened:
- I could get dragged into studying too much during February and March. That would mean delay in release.
- Issues during registration and publishing in App Store and Google Play, that could delay release for 1-2 weeks.
- Rise in Unity Pro price, I will handle it myself, if it happens in a short period of time between campaign completion and purchasing.
- Severe injury - could mean that campaign would be suspended, but for a minimal period of time.
You will be informed via twitter and youtube channel if any of the problems occur.
Other Ways You Can Help
Please, even if you do not invest any money, could you at least share that campaign with other people, sharing the link on Facebook or other social media would be enough.