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PixelPerfect: An ode to videogames.

This is still on early development, so most of the ideas provided here may change in the near future!

Pixel Perfect is a single player experience with an ambition to endless creativity in both mechanics and art style, coursing through the history of videogames.

Okay, what is this all about?

This post serves as a way for me to not only refine ideas and ground myself so as to not reach too far beyond what I think I would be able to do, but also as a way to share my ambition for this game and create some sort of 'expectation' for it. It's my first post on it, so I'm sure we'll figure it out as it goes.

IT WILL ALL BE DONE IN PIXEL ART. THERE WILL NOT BE ANY OTHER ART AESTHETIC OTHER THAN THAT.

What is the general scope for this game?

The objective is pretty straight forward:

  1. You start as a single pixel
  2. Other pixels attack you
  3. You destroy them and add them onto your own
  4. You unlock upgrades to either your gameplay, the art, or other stuff like visual effects or even unlock music tracks.
  5. New stuff = harder gameplay
  6. Repeat.

As you progress through all of the stuff planned for the game, a story shall unfold as well, but that one is a surprise.

What's the plan?

Pixel perfect is my first serious proyect. As of right now, I am working on the first chapter, developing a linear story and learning the engine chosen as the best one for it. I am planning for it to be a multi-chapter release (for free, of course) on sites like this one and NewGrounds and maybe do a solid release on steam.  


THIS IS A MULTI YEAR PROYECT, SO PLEASE DON'T EXPECT FOR ME OR MY TEAM TO MAKE A FULL RELEASE IN A SHORT PERIOD OF TIME. I'LL BE LUCKY IF I FINISH THE FIRST CHAPTER BEFORE THE END OF THE YEAR.

The chapters shall go somewhat like this:

  • 1-Bit: A callback to the earliest black and white games such as pong or space invaders or snake. You start as a single pixel, simple mechanics. You destroy enemies, get unlocks, increasing difficulty, kind of a grinding chapter.
  • 2-Bit: Add the green colour: game turns onto a primal geometric shape and gameplay turns into a more Rogue-like (a little bit litterally) experience. Inspired by Rouge and other text-based videogames from the past.
  • 8-Bit: A long jump on playability and art style. Calling back on games like Super Mario Bros., the first Zelda, Mega Man, etc. Although these set examples are more of a side scroller or platformer genre, I would like to keep the more arcade-like game loops, like pac-man or asteroids.
  • 16-Bit: Great artstyle upgrade (duh).  By this point, the genres of games are so expansive that it's hard to choose a certain playstyle for this chapter onwards. We can take a look at what type of game is more requested or what kind of playability may bring some freshness to the game, but for now the plan is to go for a more RPG type experience, such as Final Fantasy or Earthbound
  • 32-Bit:  For this chapter the scope is to aim for a more run n' gun & beat em' up experience. (This is the one I'm most excited about) Inspired by the Metal Slug series, double dragon, and even the art style of fighter games like street fighter, the king of fighters, or such for stuff like backgrounds or character icons.
  • 64-Bit: ?????????

Aren't you waaaaay over your head with this proyect?

Yes, 10000% yes. Fortunately, this entire project also counts with an amazing source of coolness: Mod Support.

Of course I can't do everything myself. Even if I manage to group a bunch of talented developers on the course of it being done, it is still too big of a project for even a professional sudio. Now, I'm not saying we are just going to let modders do everything for themselves. Pixel perfect, from my approach, should also be used as a tool for easy creation of assets and content for our modders to use and implement their vision onto the already refined game. Our interface aims for you to be able to upload sprites, animations, sound effects, music and even gameplay in a way that if you think for something new to add to the game, you can create it without writing a ton of code, then the community can filter it out and continue on on an endless loop of new things to find and do.

WHEN WILL MOD SUPPORT BE AVAILABLE?

Well, since the first chapter is more of a "is this project really going to be something I will be able to do for the next 10 years of my life" kind of deal, I want to focus on the loop and the general appeal of the game. If it manages to become something people want to see more of, then we will focus on releasing the tool kit for modding on the first chapter. Then, the second chapter should start development and so on. Of course, if we want to keep each one of the chapters consistent we will have to make some limitations for what the modders will be able to do for each one. So no, you won't be able to insert your high res 1000 pixels wide original character on the 1-Bit chapter.

Let's say I'm interested in your idea. How can I support you?

I'm not building a patreon or anything like that without first publishing the first chapter. I have no way to prove to you if I'll even manage to deliver on what I'm saying in this post. I would just feel bad to let a lot of people down. So, I just want to do this for the sake of it, for the experience and for the opportunity to make something amazing. If you still would like to support me in some way, just feel free to leave a comment on this post or some of the other ones I'll make soon. Or you can share my idea and spread it around, help me reach more people and learn even more for those that are just as passionate for games as I am. 

Anything else?

I know this way too much for a first timer. I'm not about to debate with every single comment on "this is too much even for the most veteran devs". Yeah, I know. That's why the first chapter is just pong. I'm still learning, I'm doing what I can with what I know, but being a dev is my life long dream and what better way to start than doing the most basic stuff. Still, I would love to read all of what you have to say, from the "this just won't work" to the "I can't wait to mod my waifu into this" comments. It would mean a lot to me to learn and interact with all of you. 

So, I guess this is the end for the first announcement for this game. I will be uploading devblogs soon and detail everything learned and done through a span of two weeks. If you read this far, I thank you. Please, feel free to tell me what's on your mind. 

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