Welcome to the fast-paced future dystopian world of The BitJackers, stars of a randomly-generated twin-stick shooter with infinite longevity and an engaging, intriguing plot full of twists and turns.
Made by a deeply passionate, long-term ‘solo’ game developer, finally collaborating with some fantastically talented people who can, thankfully, make up for my glaring artistic weaknesses.
Move around a boxed-in level, known in-game as ‘Sectors’, based on one of 10,000 current possible combinations with an almost infinite number still to come. Collect shiny ‘bits’ and fend off increasingly hostile security protocols, personified as terrifying cyber-monsters, until the exit opens up and paves the way to the next sector.
If it sounds simple, that’s because it is. A gameplay staple probably best-known from the hit arcade game (and personal childhood favourite) ‘Smash TV’, given a unique randomly-generated twist and a separate, well-written story mode.
In Arcade mode, sectors and their corresponding difficulty level will gradually increase on to infinity, giving you an endless challenge of reflexes and skill.
In Story mode, you’ll pass through custom-designed sectors, with stylish cutscenes and a wide variety of interesting characters, in engaging situations, lasting for at least four hours of well-paced gameplay.
Then, of course, there’s the ‘bonus stuff’. I love ‘bonus stuff’, so there’ll be a vast array of that to work towards, such as challenge levels, time trials, player skins (one of which, if you’re feeling particularly extravagant, can be modelled on your own image) and other such wonderful optional stuff.
Essentially, The BitJackers will be a fully-featured, polished, old-school arcade game with addictive, fast-paced gameplay that could theoretically last you for the rest of your life.
Sorry, who are you, again?
My name is Zayne ‘Zed’ Black, and I’ve been making games for a long, long time. Sadly, none of them look particularly impressive, but they’ve received numerous compliments from the people who’ve played them, especially for their charm and writing.
Anything you’d like to get off your chest before I carry on reading?
Funnily enough, yes, there is. I just want to say, before you consider any further, that I can give you an absolute guarantee that, if we hit our target, you will receive at least a polished, worthwhile arcade game. I can tell you this because I’ve already finished making it.
Aside from some difficulty balancing, a lot of testing and replacing the ‘borrowed’ placeholder art/music, the Arcade Mode is entirely done. It works, it goes on forever, and it’s taken a lot longer to develop than it should have, because I keep stopping to play it…
Just wanted to get that out of the way. I know how risky some crowdfunding appeals can look. I am, after all, a player of games myself.
So what do you need money for?
Art and music, mostly. I am terrible at both of those things, with my efforts to date looking like something vomited into a bootleg Windows 95 Paint program. Lovely.
Thankfully, I’ve come across some talented folks within travel distance who can produce astonishing work that’ll make The BitJackers look and sound like the polished, professional title I’ve dreamed and know that it can be.
As the Joker once famously said, “if you’re good at something, never do it for free”. After a long time of trying to collaborate with artists either for free, or for the promise of profit share, I’ve come to realise that good work can only be acquired with a reasonable and fair amount of payment. Hence, this.
What do I get in return?
Well, an amazing game, made with passion and love, that I’m basing the entirety of my future career, hopes and dreams on. Also some cool stuff. I’ll be hopefully doing some videos and whatnot soon, better detailing the perks available, but you can actually put yourself in the game if you want. I mean, that’s pretty cool, right?
Okay, assuming this thing gets made, which platforms will I be playing it on?
At the moment, the only one I can absolutely guarantee is Windows PC. I’ve been told before that my games run fine on Linux via whatever magical alchemy Linux users have for running Windows games, and I’ll do my very best to try and get it running natively on both Mac and Linux, but I’m not going to make you any promises I might not be able to keep. So, for now, absolutely Windows.
In the future… I’d love to think maybe it might end up on PSN and Vita, maybe even the 3DS and WiiU eShops… But that’s much further down the line than “Let’s actually get the game finished first, shall we?”, so I’m not going to mention that anymore, either.
And, assuming you DO get funded, when is it out?
I’ve never worked with an artist and a musician before, so I don’t know exactly how long it’ll take for them to do the work I want them to do, but I’d like to think that three to six months from the end of the campaign sounds reasonable.
Of course, I’m a very transparent, honest person, so if there ARE any delays to the process, I’ll let you know immediately.
What if I have more questions?
Get in touch! I’m on Twitter, pretty much 24/7. @dedhedzed for that. There’s also my e-mail address (dedhedzed at gmail dot com), if you want a more in-depth chat.
So. Watch the video (please? It took me FOREVER), figure out which perk you want and hopefully help me achieve my dreams.
Team on This Campaign:
Designer, Writer, Developer