After an awesome Christmas with White Elephant, I’m feeling a lot more confident. If you haven’t played White Elephant, it is a first-person 3D puzzle platformer where you must open an absurdly-wrapped Christmas present in an escape-room-like way. The game was well-received with nearly five-hundred downloads, five-star ratings, and lots of recorded walkthroughs. It was one of the most popular games on Itch this past week. This was an exciting response to a game I threw together in four days. Now that Christmas is over and I expect the excitement of White Elephant to die down, I’ve been turning my attention over to my other project: Fail to Win.
What is it?
Fail to Win is a 3D puzzle platformer where in order to progress, sometimes you have to die. With a respawn point that acts as a teleporter and explosives that can launch your corpse at hard-to-reach locations, you solve a series of puzzles while being led by mysterious fourth-wall-breaking guide.
I actually started making this about a year ago when I was playing with ragdoll physics. It was just a proof of concept, and I had no idea what direction to go with aesthetic or plot. I left it for some smaller projects hoping that when I came back to it, I’d have a bit more popularity and could actually get this game in front of people. It is one of my more ambitious projects, so I want people to actually play this one.
Then, a couple months ago, I got impatient and indirectly returned to it anyway by working on making some Asset Store tools. I’m an Asset Store publisher, currently with five code packages for sale. I hadn’t published any new packages recently, so I figured I could work on programming a stage creator designed around 3D puzzle platformers. I’ve been making a lot of progress, so I started using this stage creator to build stages for Fail to Win.
The demo currently consists of a single stage with a few simple puzzles, acting as a sort of tutorial. The whole experience lasts about ten minutes. You can download it at http://kenningtongames.com/wp-content/uploads/misc/FailToWin.zip.
It isn’t quite ready for releasing on Itch, but it is getting close. Expect the demo to make an official appearance some time in January. Recently, another game jammer, Yru2kind, offered to help out with audio. The full demo might just be this single stage with a little extra polish, or I might add a couple other shorts stages that are close to ready, depending on how much time I have.
What’s coming later?
I’d like to make Fail to Win into a full game, but that is up to the response the demo gets. If people like the demo, and I get enough people following the project (Itch follows, YouTube subscriptions, etc.) then I’ll start looking into crowd funding. The full game will likely last a couple hours for the average player, but maybe more depending on how much funding we can get. Development will take about a year to incorporate all the things I currently have planned for it.
Even the demo is currently a work in progress (more of a demo of a demo), but please try it out and send any feedback my way. Thanks!