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Puzzle Hunters

  • Thread starter Deleted member 5032
  • Start date

Does this seem like something you could see yourself paying money to play?

  • Yes

    Votes: 3 100.0%
  • No

    Votes: 0 0.0%
  • Only if it's F2P with microtransactions.

    Votes: 0 0.0%

  • Total voters
    3
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Deleted member 5032

Guest
As some of you know, my game studio has been working on a puzzle/rpg for the past few months. Rather than continuing to post info in our "now hiring" thread (since those positions have been filled), I figured I would start this thread in order to share new developments with the TYM community, whose feedback I value immensely.

I'm only going to post a short summary and some screenshots here, but you can check out my dev blog at www.thunderpunchstudios.com1 for insight into all of my design choices and methods.

Please note that all artwork is filler artwork created by myself with the exception of character artwork, which is from a previous project. Also, all numerical values, ability names, and descriptions are just filler information, and do not represent actual game information.

Puzzle Hunters


Quick Pitch: Puzzle Quest + Avengers Alliance + Mega Man

Core Gameplay

The game takes place in a fantasy/sci-fi setting reminiscent of old Saturday morning cartoon series such as Masters of the Universe, Thundercats, and Voltron. The player plays a bounty hunter tracking down a series of high-value targets (think: Boba Fett hunting X-Men).

The game is structured similarly to a Mega Man game, where the player gets to choose one of the bounties to hunt, which unlocks areas of the map for them to explore. Each bounty quest will yield certain pieces of equipment and team members not available through the other quests, similar to how defeating a boss in Mega Man will yield a new power, and how you will typically find special equipment (such as Rush modules) within specific stages. This should facilitate multiple playthroughs as the player experiments with the order in which they tackle the bounties and recruit new allies.

Combat is played out in a "match-3" setting, where the player and their opponent take turns matching tiles and using special abilities. Unlike Puzzle Quest, battles in Puzzle Hunters take place between teams of up to 3 characters, which results in highly tactical gameplay. The only element of chance in Puzzle Hunters is in what tiles will appear on the board. Everything else is fully under the player's control. I feel like this creates a real sense of combat, where the "battlefield" (the area where tile matching takes place) represents a real constantly-evolving combat scenario, with each tile representing the opportunity for action.

The player is able to manage their roster of characters through the following screen:



...and is able to view or customize specific characters through this screen (which involves 4 separate panels of information; only the "Attack Panel" is shown below:


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And that's all I've got for now. Thanks for reading, and if you have any questions, comments, or criticisms please post them below. Any feedback, positive or negative, would be greatly appreciated. We're in the process of building a playable demo which should be finished in the next 3 to 4 months. And again, feel free to check out our dev blog at www.thunderpunchstudios.com for a lot more detailed information about the project. Thanks again!

-Brian Woody, Thunderpunch Studios
 
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Deleted member 5032

Guest
Just got off the phone with Nintendo of America. Thunderpunch Studios is now an officially licensed Nintendo developer! We're probably still going to target a PC release first, but now we have the option to release on the Wii U and 3ds if we want to go that route.
 
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Deleted member 5032

Guest
Sounds awesome.

Is it going to be riddled with ads or in-game purchases?
Nope. If we release on Nintendo it will probably be a flat $10 purchase with the option of purchasing additional characters for those who don't have the time or patience to unlock them naturally.
 
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Deleted member 5032

Guest
I'm almost done with the pre-production stage. Still working out some kinks in the progression system, and working on designing all of the missions, but overall things are progressing smoothly. Hoping to start working on our Kickstarter campaign within the next month or so. To any of you familiar with Kickstarter, what sort of rewards do you look for in projects that you choose to back? I'm considering offering a soundtrack as a reward, since we're looking to do recognizable themes for each mission, but wasn't sure if that's something people would be interested in. For the most recent news on Puzzle Hunters, make sure to check out www.thunderpunchstudios.com. I'll be posting shortly about the character-design contest we'll be launching with our good friends at www.heromachine.com.
 
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Zoidberg747

My blades will find your heart
I'm almost done with the pre-production stage. Still working out some kinks in the progression system, and working on designing all of the missions, but overall things are progressing smoothly. Hoping to start working on our Kickstarter campaign within the next month or so. To any of you familiar with Kickstarter, what sort of rewards do you look for in projects that you choose to back? I'm considering offering a soundtrack as a reward, since we're looking to do recognizable themes for each mission, but wasn't sure if that's something people would be interested in. For the most recent news on Puzzle Hunters, make sure to check out www.thunderpunchstudios.com. I'll be posting shortly about the character-design contest we'll be launching with our good friends at www.heromachine.com.

Edit: Hmm, Hero Machine seems to be down at the moment, at least for me. I'm sure it will be up shortly.
The way most game companies do it is this:

Lowest Amount: Get the game when it comes out
Next Amount: Get Soundtrack
Next Amount: Get T-shirt
Next Amount: Get original art-work
Highest Amount: Get yourself put in the game(Whether it be character/voice-over, whatever)

Thats just how most of them go. You can make them fit your scheduling. I would also suggest setting your goal really low, as you don't want to come off as wanting a ridiculous amount of money(You can surpass goals on kickstarter IIRC)
 
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Deleted member 5032

Guest
I like this.

Will there be a Linux release?
Right now we're primarily looking at PC and mobile devices, though I personally really want to release on at least one console, but we've got to see how difficult the porting process will be. Luckily this is a pretty simple game (basically a Mega Man game with Puzzle Quest mechanics in place of platforming), so we should be able to accommodate most systems, as long as the demand justifies the expense.

@Zoidberg747 Thanks for the info.
 
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Deleted member 5032

Guest
We've started putting together some very rough designs for our main character, bounty hunter Vila Kast. Any feedback would be greatly appreciated, especially this early in the design process.

 
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Deleted member 5032

Guest
Here is the newest iteration submitted by my artist. I'm not a fan of the helmet or the fingerless gloves, but think everything else looks pretty good. This is still just a quick and dirty work-up. Things like the stanky leg (her left leg below the knee) will be fixed in the official sketch.

 
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Deleted member 5032

Guest
And here we go, the (mostly) final draft of Hunter Vila Kast:

 
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Deleted member 5032

Guest
I've started working with our artist on the next character, a hybrid medical/assassin robot ally of Vila Kast. Here are our rough designs::

Series 1


Series 2


Series 3


2nd Draft


We're trying to make sure it's got some form of personality that comes through in the design. As a medical droid it can't look too mean (series 2 and 3), but as an assassin droid it can't look too aloof (series 1). Right now we're looking at #5 of the 2nd draft series as the basis for further development. Any feedback would be very much appreciated, though.