Joyride One Sheet
Joyride One Sheet
Joyride One Sheet
A game by Million Dollar Extreme, the creators of World Peace (Adult Swim)
PC/Xbox Live/PlayStation Network
Target audience: 17-30, male
Rating: M
2MASX
Is a decadent, technofetishist, late-stage Type I civilization, on the verge of collapse. Level 9 Zones
are paradise enclaves where the descendents of political dynasties chase stimulation under the
protection and guidance of dysfunctional but benevolent AIs. Level 1 Zones are barbaric hellholes
where raiders use scavenged tech and harpoon guns to pilfer what they can from traders and partiers
who’ve strayed too far from the beaten path.
Looks like: Omega from Mass Effect 2, The Fifth Element, Strange Days
Neo-Schneider
A 1930’s America-esque world of newspapers, railroads,
budding air travel, and private detectives has been
systematically dismantled by the snowglobes almost
past the point of no return. This universe’s last hope is a
J. Jonah Jameson-type media figurehead who goes by
his intelligence agency codename--the only name he
remembers--Bud.
Slane is an opportunistic grifter whose eyes light up when he hears of a secret underground train used by
Thunderhawk casino bosses to transport gold and other precious metals. He finds out the hard way that
the train takes the gold straight to the planet’s mantle for disposal (“reunification with World Mother”).
Var Felona
It is three million years after the technological peak of a human-like society, and its subsequent
conquering by a now-long-gone alien race. The people of Var Felona live in a permanent dark-age.
People are bewildered by magic flying boots and lances that shoot spectral fire, oblivious to the
underlying golden age nanotechnology that makes these seeming miracles a reality.
Hairy is a scientist who is at least 1000 years old and has transferred his consciousness into the
brain of a genetically-modified dog to escape detection.
The Prince of Flowers is immune to the alien monolith thanks to a mental aberration similar to what
we would call autism, but he is kept prisoner in the Recursive Garden by a small army of sycophantic
courtesans and well-meaning guards.
Spider and Redips are twin indigo children (immune to mind-control due to autism), who are tasked
with slaying The Black Dragon (the euphemism Var Felonans use to describe the phenomena of
vanishing people, places and things, holes in reality, and other side effects of snowglobe meddling).
It also happens to be our universe, a few thousand years from now. The poles are reversed--Mexico is
covered in glaciers and the southern reaches of Canada are a sweltering tropical jungle.
Abe Stahl is a seasoned veteran traveller who criss-crosses the dustway in search of a god-damn root beer.
Phil is his hapless hitch-hiking compatriot. Together, they explore bombed-out parking garages, abandoned
hospitals, and dens of iniquity, all in the name of quenching a sugary thirst.
Looks like: Escape from New York, The Running Man, Mad Max
Misc.
Jack and Jill are a paired AI that exists within an improbability bubble created by Dr. Winkum Dice shortly
before the final stages of deresolution in their universe. Equipped only with some incomplete historical logs,
they use fuzzy logic and various simulations to pursue their prime directive: restore existence.
Blue is a gelatinous alien lifeform which bounces from universe to universe collecting the essences,
memories, and ‘souls’ of lost civilizations and derezzed peoples. Dr. Winkum Dice suspects it was created
by timeless proto-beings as a failsafe for just this sort of disaster.
Skeleton Crew 22 is an elite squadron of astronauts sent forward in time (as backwards time travel is
impossible) to the beginning of the next multiverse cycle (after all universes have reached heat death,
contracted, and exploded outwards again).
Gameplay
The player will live many different lives in the multiverse, each time starting without much information or
useful equipment, and it is up to her to talk to people, make sense of who’s telling the truth, unravel exactly
why things are disappearing (in the case of the subtractive non-Joyride universes) and do something about it.
Each universe can be thought of as an ‘act’, with multiple levels in each act. The player will be able to choose
from 10-20 characters, all of whom are unique to the act.
Joyride will use simple 2D pixel art and a limited color pallette (like Cave Story, Nuclear Throne, Broforce) so
that we have more time/resources to build multiple gameplay modes and an expansive story. Approximately
60% of the game will be a top-down isometric shooter/beat-em-up with heavy action RPG elements, satisfying
action, and dense skill trees. There will be a meaningful level system and different ways to play effectively.
In addition to the main gameplay mode, there will be illustrated choose-your-own-adventure interactive fiction
sequences (like MadMaze), and dungeon crawler areas (like Legend of Grimrock) at regular intervals.
We have also talked about a fully 3D, open world game, with a rudimentary-but-excellent graphical style (like
the original System Shock). We think this could work equally well, though it would require a bigger budget.
Features
Gameplay Influences: Diablo II, Cybernator, Delver, Pico’s School, Pixel Dungeon,
Deus Ex (2000), Broforce
Aesthetic Influences: Chiller (1986), System Shock (1994), Metal Slug, SotN, The Super Spy,
Lonely Star, Octopus City Blues
Style/Reference Images
(not original art)