More_Badass
Member
Death Road to Canada is on Kickstarter!
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Cool IOS game coming in October, from Madgarden and Rocketcat (Mage Gauntlet)
Death Road to Canada
Trailer - http://youtube.com/watch?v=tNqfTceGAW4
From Toucharcade forum:
More info from the developer:
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Cool IOS game coming in October, from Madgarden and Rocketcat (Mage Gauntlet)
Death Road to Canada
Trailer - http://youtube.com/watch?v=tNqfTceGAW4
From Toucharcade forum:
Death Road to Canada is a new collaboration I'm working on with Madgarden. It's a randomized permadeath road trip simulator. You and your group of survivors have to travel from Florida to Canada, making Choose Your Own Adventure style decisions. This is mixed in with segments where you explore and loot randomly generated cities, find survivors to recruit, and try to avoid or break through increasingly huge hordes of zombies.
Some big things that set the game apart:
- The "death metaphor" style of zombie where they're slow, but persistent and in huge numbers. Shambling wall of death.
- Every survivor has a random appearance, personality, and special traits.
- Big focus on rare surprises and Easter Egg style events.
- Play as a dog for some reason.
- CYOA events influnced by the personalities, stats, and background of your group of survivors.
It's inspired by King of Dragon Pass, River City Ransom, Wasteland Kings (by Vlambeer), The Walking Dead (tv show), and a very tiny bit of Oregon Trail.
Will be posting news about the game and answering any questions in this thread. We're shooting for October. I'm thinking $5 on iOS, in exchange for having no IAP.
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More info from the developer:
"We want to do distractions, avoidance, and pushing furniture set up obstacles. The plan is that just outright killing will probably get you swarmed and eaten. Our plans for town generation are to have grid streets and single "main streets" connecting to other places like alleyways, sewers, tunnels."
"Controls are swipe to move like Mage Gauntlet, currently with tapping to fire and some swipe commands to switch party members. The attacking uses an autoaim reticle system, which we're adding stats to (some characters aim faster, or aim better while running, etc). Working pretty well so far"
"Zombies get more agitated if you make noise, and if they're not agitated they just kind of pace around or slowly follow you if you get really close. There's also a character trait that makes your group quieter if you make that person the leader"