Ludo's Quest is a mobile-first side-scrolling platform game inspired from Super Mario Bros and Ghosts n' Goblins. It targets kids around 6 to 12, but is just as fun for adults.
Ludo's Quest includes Maker, a user generated level editor. Allows anyone to build their own levels to share with their friends.
Ludo's Quest was designed for iOS, specifically for the iPad. Since it was written in HTML5, it works just as well in your browser.
You can make videos of this game in any shape or form. Just make sure to contact me firstname.lastname@example.org.
Ludo's Quest was designed, programmed and released by me, Martin Drapeau. Graphics and music were done by awesome artists I found on the web. Most of these are non-exclusive meaning you can purchase and use those assets for your own projects. Let me introduce you to these great artists:
The soundtrack and effects were all composed by Zach Striefel. Zach was monumental in bringing this game to life by providing an awesome soundtrack you don't get tired of listening to over and over as you play. Not to mention the great work on sound effects.
Zuhria designed most of the graphics in these games. Very polished and easy to integrate. Checkout his website gameart2d.com.
Sophie conceived the introduction and conclusion comics. Extremely easy to work with I strongly encourage any indie dev studio to ask for her help. Checkout her amazing online comic Glorieux Printemps. You can reach her there.
Tiệp brought Vandaft the villain to life. He also came up with his name! You can find Tiệp's work on Graphic River.
My 7-year-old boy and 9-year-old girl who helped to bounce off ideas and play-test the game. Merci pour votre patience et encouragement les enfants.
I'm a father of 3 and the CTO at Amilia. I'm also an amateur tennis player and a game dev hobbyist. Writing and marketing this game is a hobby. I'm no full-time indie. Just a guy writing a game I want to play on my iPhone in the metro. A game I hope my kids and their friends will also enjoy.
This game took 1 year to develop (checkout the dev log and dev faq), with another year prior to build the framework Backbone Game Engine. All work was done during evenings, 8 to 10, and early morning on the weekends.
Checkout my blog, and this article about my journey to bring an HTML5 game to life on mobile. As I embark the marketing phase of this project, I'll be posting more and more on adoption and sale figures.