11clock
Member
Over the past few years, I have failed to get a single project off the ground, and I have decided that in order to get out of this slump, I am going to create a remake to the game that made me decide to continue making video games for years to come, the second game I ever released and the first game I created that I put actual heart and passion into. The remake aims to completely resemble the original game I made when I was around 10 or 11 years old, but actually... good. Because of this, the premise is the same as before, which follows.
After a group of teddy-bear bandits invade his hometown, a smilie goes on a quest to take back what was stolen.
Sir Smile is a top-down shooter adventure game where you play through segments of a story rather than traditional levels. Shoot down teddy bears, meet unlikely friends, battle strange and powerful foes, play random mini-games, and experience twists and turns screen-by-screen throughout an adventure to stop teddy bears from taking over the world.
Now I already understand that ideas aren't everything, and execution is what matters. Mario is about a plumber on drugs, Sonic is about a blue hedgehog who runs really fast, Super Meat Boy is about a skinless boy rescuing his girlfriend made of bandages from an evil fetus, Papers Please is about checking immigration documents, and so on. But despite this, I still fear that the game's idea will turn people away. I want to know how to overcome this fear, as it is the main reason why I have put off working on this game for so many years. Yet I really want to make it, as I have always wanted to revisit the game that played such a pivotal role in my life. How can I overcome this fear?
After a group of teddy-bear bandits invade his hometown, a smilie goes on a quest to take back what was stolen.
Sir Smile is a top-down shooter adventure game where you play through segments of a story rather than traditional levels. Shoot down teddy bears, meet unlikely friends, battle strange and powerful foes, play random mini-games, and experience twists and turns screen-by-screen throughout an adventure to stop teddy bears from taking over the world.
Now I already understand that ideas aren't everything, and execution is what matters. Mario is about a plumber on drugs, Sonic is about a blue hedgehog who runs really fast, Super Meat Boy is about a skinless boy rescuing his girlfriend made of bandages from an evil fetus, Papers Please is about checking immigration documents, and so on. But despite this, I still fear that the game's idea will turn people away. I want to know how to overcome this fear, as it is the main reason why I have put off working on this game for so many years. Yet I really want to make it, as I have always wanted to revisit the game that played such a pivotal role in my life. How can I overcome this fear?