Party of Sin

Party of Sin

Party of Sin (partyofsin.com) is a game that tells the story of 7 characters condemned to Hell, who manage to escape their fiery prison and fight their way through Purgatory and Earth to finally make it to Heaven.

Each of these characters represents one of the Seven Deadly Sins: Envy, Gluttony, Greed, Lust, Pride, Sloth, and Wrath. Throughout their adventure, their progress will be impeded by many obstacles such as demonic beasts, righteous crusaders, and virtuous angels. The game takes an original and satirical approach on Christianity. We thought it would be interesting to play the misfits and fight the good guys for a change.

The tale is told as a 2D side-scroller. For those who aren’t familiar with the term, it means that the gameplay action is viewed from the side, and that characters move from left to right. The three main aspects of the game are combat, platforming, and puzzle solving. The Sins fend off enemies with a wide arsenal of weapons such as crossbows, shotguns, and grenade launchers. On top of that, each of the 7 main characters has a unique power that represents its Sin. For example: Sloth, the Sin of laziness, can slow down other objects; Wrath, the Sin of anger, can destroy walls with his punches; Lust, the Sin of sexual desire, can stun other characters with her beauty. Using these powers, players will be able to battle hordes of enemies, make their way through challenging environments, and solve complex puzzles. Players will not be stuck with one Sin for the entirety of the adventure; they will be able to swap Sins by using an item that spawns at various places in the levels.

What really sets aside Party of Sin from other games is its cooperative- competitive gameplay. The game supports local multiplayer for up to 4 players. They will all be fighting a common enemy and solving the same puzzles, but they will also compete to earn the top score. Sins cannot hurt each other directly with weapons, but they can hinder one another with their powers. Sloth can slow down a fellow Sin, Wrath can punch a friend into a spike pit, and Lust can stun a companion in the middle of an intense battle. On the other side, they can also work as a team to fight a boss or solve an intricate puzzle. As its name implies, Party of Sin is designed to be a party game played in the same room with friends and family. Social interaction is a core part of the experience.

The Team

We currently have a team of 8 consisting of:

• Daniel Menard, Project Lead / Lead Programmer, Canada
• Daniel Williams, Graphic Artist, United States
• Vincent Hippoman, Gameplay Programmer, Canada
• Tobias Frank, Concept Artist, Germany
• Elizabeth Hollerman, Lead Graphic Artist, United States
• Alexander Galasso, Community Manager, Canada
• Blake Allen, Sound Artist, United States
• Paul Dalessi, Graphic Artist, Netherlands

Not having a common office makes it harder to communicate, but we have weekly meetings and online forums to make sure everyone is on the same page.

The Project

Daniel M. and Daniel W. first came up with the idea for Party of Sin in Winter 2009. At that point, it had already been decided that the game would be a 2D side-scroller whose main characters would be the Seven Deadly Sins, and that they would fight their way from Hell to Heaven.

Vincent joined the team next and the first prototype saw the light of day in the Summer of 2009. It had collision physics and basic gameplay such as moving, shooting, and simple artificial intelligence. It took a lot of design hours before the Sin powers were agreed upon and implemented.

Tobias and Elizabeth were added to the workforce in Fall 2009. Characters and environment art were taking shape, but nothing was animated yet. To imagine what the game looked like, try picturing statues hovering and jumping around. Nevertheless, Party of Sin was starting to look more like a video game and less like a cluster of boxes.

In Winter 2010, we realized that the game had financial potential and we decided that it should be sold rather than distributed for free. Marketing actions had to be taken and that’s when Alexander joined the team. We went to the Game Developer’s Conference in San Francisco to spread the word and learn about the game industry. It
wasn’t long before the website went live and the first screenshots were released. We contacted various game community websites such as ModDB and IndieDB to start creating a following for Party of Sin.

In Summer 2010, Daniel M. and Vincent took the summer off to work full-time on the game, Blake and Paul joined the asset team, and before we knew it, we had sound effects, animations, fully modeled levels, and interesting AI behavior. This greatly enhanced the game’s appeal, and we were finally ready to switch gears to alpha testing. This is where we currently are.

What’s Next? 

We had initially planned for this game to be a little side project, but it turned out to be a lot more than that. We are planning to sell the game on Xbox360 and PC for 10.00 to 20.00 CAD. We are currently working on distribution deals with Microsoft and Valve (Steam).

We are still implementing new gameplay mechanics, exploring level design potential, creating new assets, polishing existing assets, fixing bugs, gathering alpha testing feedback, and a lot more. We are very busy and it will stay that way until the game is released. But most importantly, making this game is tons of fun and an invaluable learning experience

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