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DIE AGAIN 

 
 
 
 

 
 
 
 
 
 
 
 
 
 
Names​: Adria Ortiz Navarro, Victor Armisen Capo.  
 
 
 
 
FASE 1: Short Pitch 3 

FASE 2. About the game 4 

FASE 3. General Info 5 

FASE 4. Thoughts on game and communication 7 

FASE 5. Concepts 7 

FASE 6. Communication campaigns 8 

FASE 7. Planning 10 

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1. Short Pitch 
Main attractive points of our game:  
Die Again is the shooter where you kill shooting and dying.  

In this fast paced Top-Down shooter, there are 3 rules:  

1. If you die next to an enemy, your soul will go inside that body, and you 
will continue playing with that body. 
2. Be aware, because if an enemy dies near you, they will go to your body 
and it will be a game over. 
3. But, if someone dies without anyone near, they will die. Or if it’s you, 
it’s game over.  

The game tells the story of two people traveling in a post-apocalyptic land 
where people may not be what they seem. It’s made in Unreal Engine 4 and 
it will be for PC 

The target of this game is the male between 18 and 30 years old, American 
and shooter player, and looking for a different game to everything else.  

Our team is made up of 2 people, a programmer, designer and producer and 


a musician. The scope of the game it’s make seven level in an approximately 
hour-long adventure. 

What we need are above all is visibility to reach as many people from the 
target as possible and guidance to make an excellent level design  

Empty the halls of enemies, impersonate their allies, fill it all with bullets and 
kill and die to live in Die Again  

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2. About the game (press release) 
 
DIE AGAIN - THE GAME WHERE YOU KILL SHOOTING AND DYING 
Die Again is a fast paced Top-Down Shooter f​ ocused on the positive game feel 
with ​with an innovative core element, possession upon death.  
If you die (or commit suicide) near an enemy, you will own their body. But if 
you die and you don’t have anyone near, game over. 
This also applies to almost all enemies. And both you and them can commit 
suicide. 
 
YOU VS ALL 
Face enemies that shoot at you from a distance, bold that approach to 
commit suicide to end up in your body or snipers with bullets that pierce 
any wall. You can even end up helpless in the body of someone without 
arms, where you can only move and pray that when you die there is a better 
body nearby. 
 
EVERY WEAPON, A DIFFERENT STYLE OF PLAY 
You have at your disposal several weapons, each with a different style of 
play, such as a certain rifle capable of firing dozens of bullets per second, a 
shotgun that each shot covers a large area, a sniper with bullets that pierce 
any wall, a silent knife or an RPG 
 
EXPLORE A NEW CHANGED WORLD 
Explore the post-apocalyptic world of the year 3030, where mankind 
survives as it can. 
Follow the story of two people, one of them being the first person of red 
blood in a thousand years, and the other a veteran soldier with more than a 
millennium of life, who travel to the place where a sickness originated that 
changed the concept of dying forever, to unravel the mystery that caused 
the change 
 
YOUR DECISIONS MATTER 
During your trip, you will be accompanied by a diverse group of people of all 
kinds. Discover mysteries about the world, its stories or influence on the 
next decisions they will make.  
 

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3. General info (Features, Presskit, About 
us,...) 
 

3.1 information of the game 


 
The game will be released on PC, and it w
​ ill have a single player game mode.  
 
The game has a level selector in the form of a world map.  
 
Each level has a first narrative part, where the player can talk to the NPCs 
(optionally) or talk directly to another main character, to begin the second 
part. 
This second part consists of top-down gameplay. Depending on the combos 
the player gets and how long it takes, they will get a score by exceeding the 
level.  
If the player has not previously passed the level, he/she will unlock access to 
the next level 

3.2 ​Information of the game studio 


 
Dying World Studio it’s a brand new studio. 
 
Currently it only has one member. This member previously worked as a 
programmer and game designer in Feels Like Home Already, and FPS game 
with more than 5.500 downloads and Dash & Slice, winner as the best game 
from 2º grade in ENTI Demo Day 2017. 
 

3.3. Presskit  
 

Link to the press kit  

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4. Thoughts on game and communication. 
 
Strengths of the game: 
- Innovative main mechanics 
- The gamefeel is very refined 
- Worldbuilding and interesting characters 
- Optional narrative 
- Initial choice of avatar sex 

 
Weak of our game: 

- The artistic style is not good  


- Visual assets are not first-hand 
- Sub-genre niche 
- Animations are taken from the internet 
- Flat and regular AI 

5. Concepts 
 
The concepts of our game that we can exploit at the communication level 
are: 

- The life & death mechanic. It’s unique and the main selling point  
- The suicide as a main mechanic. Not many games have that as a 
mechanic. 
- The gamefeel. It is where the most effort has been invested and where 
the most attention is received in the sub-genre.  
- Some of the landscapes (the best ones). Some of the scenarios are 
aesthetically good. They can be useful to attract if they are not 
convinced by the normal aesthetic of the game 
- A lot of explosions.  
- The weapons and the elements that make them unique.  

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The concepts of our game that we can’t expose 

- Animations in detail because they're not usually too good 


- The aesthetics of the game, for the most, isn’t at the level of the other 
games 
- AI is not refined 

6. Communication campaigns 
Our main communication actions will be the following: 
 
1. Social Media: Twitter 
 
At  this  moment,  we  have  one  active  profile  in  Twitter: 
https://twitter.com/DieAgain_Game 
 
The hashtags we use are: 
- #indiedev 
- #gamedev 
- #indiegamedev 
- #indiegame 
- #UE4 
- #ScreenshootSaturday (Only in saturdays) 
- #ScreenshootSunday (Only in sundays) 
- Other  related  hastags  related  to  events,  like  #GameAwards2019  or 
#HappyNewYear  
 
After some testing, the best hours to publish are between 16:00 and 21:00  
 
When  we  are  two  months  after  the  launch,  a  series  of  twits  will  be  published 
periodically,  emulating  the  messages  that  people  when  the  game's  pandemic 
began.  
 
 
2. Own website  
 
Currently, we don't have any website of our own. 
However, it is planned to do one in March. 
 
Its content will be: 

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Description  of  the  game,  images  and  gifs  of  the  game  (the  most  colorful),  contact 
mail, link to twitter and YouTube channel 
 
3. Sales platforms and community creation: 
 
Firstly, the game will be available in Itch.io and GameJolt. The price will be € 4.99. 
This release is scheduled for early May.  
For  the  community,  we  plan  to  maintain  a  constant  flow  of  communication,  in 
addition to answering questions 
 
If  we  see  a  future,  we  will  continue  working  to  launch  a  version with more content 
in September at a price of € 9.99, in addition to a launch on Steam.  
In Steam, we will set up a forum before the launch of the game.  
 
4. Press manager:  
 
Our  goal  is  to  get  a  publisher.  In  case  of  achieving  it,  we  believe  that  it is better for 
them to handle the press manager.  
 
In  case  of  not  achieving  it,  address  the  possibilities  of dissemination of our product 
through  YouTube  (Influencer, Informational Video Game Channels ..), press releases 
on  pages  or  magazines  of  local  or  international  videogames  and  other  larger 
developers that can serve as collaboration or growth of the company. 
 
Maintain  a  constant  dedication  both  in  social  networks  and  in  other  aspects of the 
campaign to maintain our community and acquire new users. 
 
 
 
 
 
 
 
 
 
 
 
 

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7. Planning:  
 

Pre launch ( June 2019 - Beginning of May 2020 ) :  

1. Creation of web page and insertion of the first content of the 


release or pre release content to attract users before the launch of 
the game. 
2. Creation of social networks of the game and get community / hype 
for the game. 
3. Try to have a contract with a publisher. 

Launch ( Beginning of May 2020 - Mid May 2020)  

1. Creation and exit of trailers and advertising multimedia of the 


game  
2. Put the full potential in social networks to reach the largest number 
of users of the game exit.  
3. Creation of the pages of Itch.io and Gamejolt 
4. Contact the administrators of the mentioned pages to put us on 
the cover during the launch of the game 
5. Get reviews of our positive and as much as possible by selling the 
game. 
6. If it has not been achieved before, try to have a contract with a 
publisher 

Post Launch ( Mid May 2020 - October 2020)  

1. Keep the community active in social networks of new events in the 


game or new products for sale. 
2. Acceptance on launch platforms such as Steam, creation of a game 
page within the platform and insertion of content. 
3. Notices of new downloadable content or our collaborations to our 
community. 
4. If it has not been achieved before, try to have a contract with a 
publisher 
 

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