
In the fantasy world of Infinite Warrior, you are thrust into the role of a mighty warrior who fights against endless hordes of enemy.
***UPDATE 3***
Check the NEW screenshots that shows new content.
Introduction
Now that I piqued your interest with my project video, let me give you a quick introduction and tell you why I'm using Kickstarter... and then get into the game details.
Infinite Warrior: Rise of the Eternal is the project that finally made me decide to develop games on my own. While I could claim like many others before me years of experience in the gaming industry, I will skip all these “amazing” details (that’s what the bio is for) and get to the boring stuff. (Or that’s the other way around…)
Infinite Warrior is the first game from Empty Flask Games, which was founded and funded in December 2011. The game’s development officially started in January 2012.
As of today, after 4 months of development and a fully self-funded approach, the game is at an Alpha development stage. I can fund development until end of May and I am targeting a submission to Apple in mid-June.
Development has been good, without too many issues, the best one could expect during usual game development...and I have been involved in the development and production of many, many games.
I'm really very proud of what has been accomplished so far and what the team has done. Everyone is working above and beyond to help me make this project as successful as it deserves to be.
Before going into further details, I'd recommend that you scroll down, look at the screenshots and judge for yourself the quality of this game. As I hope you’ll recognize, we have something that is graphically very impressive and at much higher quality than most games on the target platforms. And, being at Alpha, this is of course already playable.
And to give you a bit of background on the team, all this work was done with only five people so far: one programmer, three artists, and me, doing art and design. We will get our music/sound person during April.
All the characters animations were recorded using motion capture with the goal to achieve something visually gratifying and as well as immersive. The hero’s animations were performed by a recognized Hollywood Fight Coordinator, Richard Ryan. Richard most recent work was as a Fight Coordinator/Assistant Stunt Coordinator on SHERLOCK HOLMES: A Game of Shadows. Being able to work with Richard and his team was fantastic as they were able to perform the fighting sequences I had in mind.
As I mentioned above, the game will release in mid-June so one could certainly ask the question: WHY KICKSTARTER? And, why ask for a nominal funding amount, compared to other similar Kickstarter projects asking for $50,000 or above?
There is a simple answer (in my mind anyways)...and all I am asking for is $5,000.
$5,000 will fund an additional month of development. One month of development will result in creating one more level, more polish, optimization and testing. If you are part of helping me and my team reach that goal, you’ll be able to enjoy the rewards described in the rewards section and if you buy the game, I’m confident that you will like what you play.
If you don’t, you’ll still be able to purchase the game and see what you have missed the opportunity to be part of :)
However, and more importantly, the principal goal behind this project is to get Kickstarter's users to be part of this game and go above and beyond the initial amount. Going over the set target will add more characters, more lands, more animations and more feature...more fun.
But, the “more” stuff will be decided by Kickstarter’s users. Each goal’s content will be decided by YOU...You will vote on what you would like to have created. Say if the funding comes in above $10,000, there be skeletons as additional opponents (that is, if you vote for skeletons…), new maps, new weapons class, etc… above $20,000, even more opponents, more maps, etc. I think you get the idea.
I want you to know that we work hard and work smart. We know what we’re creating, how long it takes, and at what quality level we must achieve. All the money above the initial amount will be used to make this game even better.
It’s up to you to help us make it what it can be -- you can truly impact the development of a thrilling game!
And without further ado, let me tell you more about this amazing project....
The Game

Infinite Warrior: Rise of the Eternal is THE next generation score-oriented, finger-swiping and gesture-based action game.
YOU are a lone warrior driven by a simple, primal goal: to kill as many enemies as possible as you make your way through the battlefield.
During game play, Infinite Warrior action is focused on the hero as he charges across the multiple outdoor environments and battles the enemy hordes that come at him.
The in-game camera view is side-scrolling and moves from left to right. Enemies emerge from off-camera and come into play on the right side of the screen.
Background environments are rendered with a hyper-realistic visual style that utilizes a combination of 2D matte paintings and 3D geometry. Characters are rendered in full 3D and motion-capture animated.

Infinite Warrior core game play mechanics have been designed to be completely intuitive. Core game play actions are done by simply swiping one’s fingers across on the iOS or Android device’s touchscreen. Swiping can be done anywhere on the screen, to facilitate either right- or left-handed use.
The player must swipe in the direction indicated by the game. The game displays and provides visual cues for the player to follow and act upon. These cues come in the form of color coded arrows that appear onscreen.

Platforms
Primary: IOS (Iphone, Ipad, Ipod Touch)
Secondary: Android

Key Features
- Intuitive core game play mechanics—anyone can play
- Robust customization system with new armors to equip and personalize to your liking
- Incredible visual experience with hyper-realistic characters and environments
- Over-the-top, epic battle animations created with motion-captured actors
- Visceral, epic, cinematic experience that taps into current and popular film techniques with various in-game effects and camera filters


Game play in Infinite Warrior is broken up into rounds of rising difficulty. This is done to give the player some time to breathe, as play in Infinite Warrior continues non-stop until the hero is finally defeated.
In each round, the player must defeat a set number of enemies. This is done by successfully completing rune-based swipes.
To complete a round, the player has to survive the given time shown on a timer at the top of the screen.

When a round is completed, the player’s hero will be shown moving at a slower pace, dusting off his equipment or wiping his blade. Other end-of-round animations might be the hero finishing off a wounded enemy with a killing blow. These are automated sequences that don’t require the player’s input and are used simply to slow down pace and let the player rest.
All following and subsequent rounds offer a greater amount of enemies to defeat.
In addition to fighting, as the hero moves about the battlefield he will be able to retrieve and pick up items such as gear and loot dropped by slain enemies as well as uncovered hidden treasure and other types of bonuses.
These actions are simple and intuitive as well. Items can be collected by tapping on the appropriate element with a finger. The items will be collected and added to the player’s inventory automatically, or a related-action will be performed.
In some special cases, the hero will perform a contextual animation.
For example: a messenger crow appears, flying over on the battlefield. If the player taps on the crow, the hero fires an arrow at it, which brings it down. The item it was carrying, a piece of the world map, is automatically added to the player’s inventory.
Another example: as the round starts and the hero charges into battle, a warning horn sounds that a rain of arrows is incoming and a rune appears. The player successfully inputs the rune command and the hero continues charging into battle, but with his shield raised, blocking and deflecting the arrows that come down and preventing any damage.

Finally, Statistics will also be tracked and shown at the end of a battlefield play session, when the player has been defeated.
In order to make it to the top of the Infinite Warrior Leader boards, the player must successfully defeat as many enemies as he can before his own hero is defeated.
The following will be used to track players via Game Center.
- Battlefield Name
- Player Name
- Rounds survived
- Total number of enemies successfully defeated
- Time played in hours, minutes, and seconds

And in a nutshell, (quite large), this is the overall premise of the game. I certainly hope that you enjoyed what you've been reading. I thank you in advance for your consideration and potential support.
FAQ
Have a question? If the info above doesn't help, you can ask the project creator directly.
40
Backers
$1,392
pledged of $5,000 goal
0
seconds to go
Funding Unsuccessful This project reached the deadline without achieving its funding goal on April 30, 2012.
Funding period
Apr 3, 2012 -
Apr 30, 2012
- First created · 10 backed
- Has not connected Facebook
Pledge $1 or more
1 backer
PACK 1: One Gold Coin. You'll find plenty of these in the game. Will you be as generous as I am? If you are, you'll get an exclusive AWESOME wallpaper for your PC, Mac,Tablet or mobile device. With or without logo.
Estimated delivery: Jul 2012Pledge $5 or more
6 backers
PACK 2: Handful of Gold Coins. For your support, you'll get a postcard showing the game's world map signed by the team and with our thanks.
Estimated delivery: Aug 2012Pledge $10 or more
3 backers
PACK 3: "Two hands" full of Gold Coins. An exclusive render of the game's hero using High-Resolution model. Chose the hero's armor and his pose from the following: Battle Stance, Pointing sword toward camera or Idle.
Estimated delivery: Sep 2012Pledge $20 or more
15 backers
PACK 4: Small bag of Gold Coins. The game's world map printed at poster's size, signed by the team. Your choice if you want the map with all locations revealed, or not.
Estimated delivery: Sep 2012Pledge $50 or more
7 backers
PACK 5: Large bag of Gold Coins. Everything from packs 1 to 4, with your choice of a custom pose (you choose what YOU want the hero to look like).
Estimated delivery: Sep 2012Pledge $100 or more
3 backers
PACK 6: Small chest of Gold Coins. The full and original game design document. All the information about the game, story, mechanics, etc. Printed on glossy paper, fully bound.
Estimated delivery: Jul 2012Pledge $250 or more
1 backer
PACK 7: Large chest of Gold Coins. Be part of the creative process and design a motif for a shield used by the hero. We will also add your name in the credits in "Special Thanks" and "additional design by..." Receive a tee-shirt representing your design as well, with inclusion of the Empty Flask Games logo.
Estimated delivery: Dec 2012Pledge $500 or more
0 backers Limited (4 of 4 left)
PACK 8: Pile of Gold Coins. Be part again of the creative process and design a dagger prominently displayed in the hero's camp. We will also add your name in the credits in "Special Thanks" and "additional design by..." Receive a tee-shirt representing your design as well, with inclusion of the Empty Flask Games logo. And finally, receive a copy of the game at release.
Estimated delivery: Dec 2012Pledge $750 or more
0 backers Limited (6 of 6 left)
PACK 9: Large pile of Gold Coins. Get the game's first level turned into a fully painted and detailed Miniature Diorama, dimension 40x30 inches.
Estimated delivery: Dec 2012Pledge $1,000 or more
0 backers Limited (2 of 2 left)
PACK 10: Huge pile of Gold Coins. Take a step even further in the creative process. Work with the Character artist to design a special costume for the hero. We include your name in the credits in "Special costume design by..."
Estimated delivery: Aug 2012Pledge $2,000 or more
0 backers Limited (1 of 1 left)
PACK 11: Dragon Pile of Gold Coins. All packs and your name moved from Special Thanks to "Very Special Thanks". Receive also an early build on the game at Beta.
Estimated delivery: Aug 2012