Stick Ninja is a Castleroid style action-platformer featuring a titular stick ninja (whose name is Stick Ninja) who must rescue a solar system held hostage by a mysterious foe with a mysterious space fortress and presumably a mysterious doomsday weapon.

Stick Ninja begins his journey locked out of the mysterious foe’s inner sanctum, after having breached far into the mysterious space fortress. He finds that, in order to open the final door, he must retrieve an excruciatingly large cryptographic key that has been distributed among each planet in the system, under the protection of his minions. Remember this trick when attempting to secure data on your own home network.

The location of the first part of the key is quickly found to be Dyce 36, a technologically advanced dystopia where cyberpunk slums mash against glossy laboratories. With the first part of the key, he locates the rest, and the game opens up completely, allowing him to hop around between planets at will. When the keys are acquired, he returns to the fortress and enters the final area, which turns out to be NOT WHAT IT SEEMS!

Stick Ninja begins with the tools one would expect of a ninja: his trusty katana and his trusty shuriken. However, since this game most definitely takes place in space, he quickly finds himself the proud owner of trusty jetpacks, trusty high powered automatic weaponry, trusty lasers, and a trusty little gadget I like to call the Flaming Chunks Gun.

The different planets are going to be as varied as I can possibly make them. The two that I have pretty clearly figured out are Dyce 36, the forementioned cyberpunk dystopia planet, and Eskimalia (name derived from eskimo, not Erland S Kelley, I promise), which is (SURPRISE!) an icy planet that consists of an abandoned research station, an extensive network of submerged underground tunnels, a ride down a mountainside on a rocket-powered snowmobile as a gigantic yeti gives chase, and a tribal village of grim and frostbitten metalheads.

I am writing it in C#, using Matt Gambrell‘s Carot Engine, which is itself based somewhat on Verge, which I messed around with for a long time as well. I am tentatively using Physics2d.Net for further behind the scenes stuff, thus ensuring that I can spend as little time possible implementing tricky maths and maximize my time building actual game content.


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