>>>>>NEW! RELEASE PREVIEW TRAILER!<<<<<Screenshots: (scaled down, click for full resolution) History:Spunk and Moxie is a game I started working on in March 2011, following the release of
The Indie Game Legend. Spunk and Moxie was first conceived in 2009 as a mini-game to be featured in
Solipsius, a project that is currently on hold. The original mini-game was a platformer called
SpeedDisk and featured the mechanic of a disc in perpetual forward motion with the only input being jump. In 2010, this mini-game was adapted into
a Flash/Flixel demo by Luke Arntson (chthulhu32) and became known as
SPUCK (Speed Puck). We submitted the demo to Kokoromi's Gamma IV competition and failed, Luke lost interest in the project and I felt devastated that yet another one of my projects was dropped. Fortunately, my roommate Carter Randolph picked up the project while learning XNA. We formed our studio
Chocolate Homunculus and were both on our way to making our very first mobile game.
Having met the talented artist
Dan Fessler at TIGJam 2010, we became fast friends and discussed the possibilities of working together. I was interested in seeing what he could do with the game's aesthetic, which was rather simple at the time, and Dan was interested in taking a stab at this project. Initially I wasn't expecting the art to be much more than just a more polished version of what was already there, but our approach to development had suddenly taken a more market-considerate stance after teaming up with Dan and his partner Nicolas Coderre, who would be handling the iOS port of our game and much of the business side of things. Before I knew it, we were signing contracts with each other.
Dan and Nic, collectively known as
Tilt Studios, insisted that to appeal to a broad audience our game had to have more personality. Therefore, the player character being a disc had to go. We really weren't sure on what direction to take things and we originally tried for a steampunk aesthetic, with the player character being a tiny man riding in a disc, but this didn't seem to translate too well at the resolution we were using. Eventually, I decided that the player character should instead become a lovable pile of goo named
Spunk. Though I mischievously snickered at the controversy this might stir up, I realized it might not be the best idea, so
I polled the TIGSource community. It was there that Alec S. (Stamos) gave me the idea to introduce a second character and call the game
Spunk and Moxie. It was settled.
Today, I am happy to announce that our game has been in development for over
a year 20 months and it is very close to being released. Our current projected release date is set for
August 2012 November/December. This game will be released on Windows Phone and iOS and features:
- Two playable characters, with more hidden ones to unlock
- Unique, one-button platforming through 30 different levels
- Three modes of difficulty to appeal to both casual and hardcore players alike
- Three world themes, including a Warehouse, Factory, and Laboratory
- Collect crystals to buy power-ups that grant new abilities like flying and air-dashing
- Search for hidden keys to unlock secret content in each level
- Compete with other players around the world for the top scores and best times
- Race against top players' ghosts
- More features introduced with updated content!Spunk and Moxie - Coming Soon to a Mobile Device Near You!