History of the Demon Girl - A Comedic Journey Through Hell
Race your way through the 9 Circles of Hell in this 2-D pixelated adventure, inspired by Dante's The Divine Comedy!
History of the Demon Girl - A Comedic Journey Through Hell
Race your way through the 9 Circles of Hell in this 2-D pixelated adventure, inspired by Dante's The Divine Comedy!
History of the Demon Girl will be released simultaneously for Windows and Mac - it will also be released for Steam later (if Greenlit).
"Like a classic NES game, History of the Demon Girl has great chiptunes and a simple gameplay hook that steadily lures you back to improve your scores and speedrun times." - Matt Litten, VGBlogger.com
"It's so full of wit and charm and above all else really cool ideas and gameplay." - Mark Elliott, RetroGameGeeks.co.uk
"History of the Demon Girl challenges you to challenge yourself." - Callum Goss, The Daily Chill
If you're curious, you can also check out the old version on Kongregate!
Have an Instagram account? Silhouette posts there too!
Instead of focusing on perma-death (I mean... I rogue-like those games, I just don't know if I rogue-like-like those games. You know what I'm saying?), I wanted to make a game that supported fun, challenge, and replayability. Inspired by NES classics, Demon Girl will feature over 30 levels of high-speed retro demon action.
With just a few keystrokes, players of all experience levels can race through Hell and escape eternal damnation, but it will take more than a mere mortal to receive a perfect ten on every stage.
At the end of every level, Sam rates your performance. You can replay as many times as you like to attempt to improve your score, until you finally "token" a level: achieved by getting a perfect 10 from Sam. You'll still move on if you slammed into every obstacle and received a 1, but Sam's not gonna be very happy and he'll let you know it.
So in History of the Demon Girl, players can't ever really lose - they can only become more awesome as they improve.
What was your fastest time in 2-3? Did you figure out how to collect all of the tokens in Level 4-2? 6-0 is ridiculous!!!
These are the sorts of conversations that I think players love to have about games - I know I do. It's not about the completing of the game it's about the *ahem* Journey. And that is the kind of experience I strive to create here at Silhouette and that definitely applies to History of the Demon Girl.
Many players have noted the game's unique style of pixel art and animation. While the humor is sometimes dark...
[Poor little guy... Who would've done such a thing???]
[Oh. Yeah, that makes sense actually.]
...the game retains a fun/cartoon-y atmosphere!
While many of the characters and their designs are original, the game actually takes a lot of inspiration from older Capcom games such as the Mega Man franchise and Little Nemo: The Dream Master, as well as newer titles like Katamari Damacy:
It also borrows concepts from The Divine Comedy by Dante and Japanese mythological imagery. These influences are most apparent in the Circles of Inferno on which the level system is based and Sam's character design:
For the Demon Girl soundtrack, I've crafted all of my own songs, instruments, and sounds in FamiTracker. Utilizing the Nintendo MMC5 expansion module, the tracks sound exactly as they would if played through an original NES. In fact, the songs could be placed on a cartridge from that era provided it had the MMC5 expansion (Castlevania III, for instance, had such a cartridge). This isn't just a keyboard with a sample pack - it's the real deal.
Here are a few samples from the game's demo:
The 9th Circle Level Music
The Break Level Music
And here is a preview for an upcoming level!
The 8th Circle Level Music
Note: The sound effects were also all created within FMT, adding to the authentic and unified feel of the game's sound design.
Right now, I'm asking for the bare amount to get the game to a finished state and I appreciate every single dollar towards that end! Going over would be incredible and will only increase the chances of the game being exactly what it needs to be.
All of these goals are things that I would love to add to the game or give to the backers, if I get the money and therefore have the time. Without any further ado, here are the Stretch Goals:
> $10,000 - I will add four hidden bonus levels to the game. Portals to these levels will be placed throughout the title and you will have to hunt them down and find them. These bonus levels will be called "Hell Holes" and they will be insanely challenging/fun runs. I look forward to getting to design them for you all.
> $13,000 - I will add an epilogue scene to the game after the credits. The amount of animation involved may push the release date a little, but I'd have the funding to accomplish it, so it would just mean a little bit of patience.
> $15,000 - I will add an unlockable mini-game. Players can unlock this by achieving a perfect 10 on every level.
> $20,000 - 8 Extra Songs! Right now the break level music is always going to be the same - like Mega Man boss music. If we pass the $20,000 mark, I will customize each Circle's break level music. This would mean 8 more songs for the soundtrack!
$25,000 - I will put together a small documentary about the making of the game. This will include videos I will post to backers as well as extra BTS footage. Everyone who backs above $10 will be given a link to it. Note: As this is a stretch goal, the documentary will release sometime in 2015. I will shoot the pieces during development, but only cut it together after the game is released. My main focus is on getting you the game on time.
> $25,000 - I will weep uncontrollably for probably a good five minutes. Seriously, I can't imagine the sheer joy that would flow if this were to happen. I can only say that I would do my very best to use every dollar wisely. This would mean better equipment for exporting to the different platforms, better software to work with, setting up a real backer forum for feedback, and maybe even bringing in paid testers. It would be a major step forward for Silhouette Games as a studio and would just blow my mind!
Here's how the rewards break down!
- $1 - Exclusive Digital Wallpaper
- $3 - Early Copy of Soundtrack! (NEW!)
- $3 - DRM-Free Copy (Win/Mac) - Green Light Special (Limited: 500)
- $5 - DRM-Free Copy (Win/Mac) - Steam if Greenlit
- $10 - Digital BTS Booklet - Credit in Booklet
- $15 - 2” Sticker - Choose 1 - Credited in Game & Booklet
- $20 - Digital Copy of Soundtrack
- $25 - Early Access + Bonus Soundtrack D/L
- $30 - 1” Standard Token Pin
- $35 - 2” Stickers - Choose Any 2!!!
- $40 - 1” Boost Token Pin $45 - 2” Stickers - Choose Any 3!!!
- $50 - 1” Standard Token Pin - SIGNED/NUMBERED (Limited Edition: 100)
- $55 - 2” Stickers - ALL FOUR! (Or Mix & Match!)
- $60 - 64x64 Pixel Portrait Displayed In-Game (Limited Edition: 30)
- $60 - Get both the Standard and Boost Token Pins! (NEW!)
- $100 - 1” Boost Token Pin - SIGNED/NUMBERED (Limited Edition: 20)
- $120 - Appear in the Game's Ending! (NEW!)
- $1,000 - 1 hr Q&A Skype Session w/ Shadow64 + Standard & Boost Pin (Limited: 5)
- $10,000 - Sneak Peek at next Silhouette Games title, 1hr Skype Session, 64x64 potrait, all 4 stickers, both signed pins (specially labeled 101/100 - if sold out of limited editions!), plus one-of-a-kind golden edition 1” Boost Token Pin. (Limited: 1)
Want more information? Read on!
At the level of $1 or more, everyone will receive a backer-exclusive wallpaper in one of three colors. This wallpaper will be sized at 1920 by 1080 and will therefore be perfect for most HD monitor backgrounds. These will be mailed out as soon as I've received the funding from Kickstarter. I want you all to have something awesome to enjoy while you wait for the game to be completed. Thank you all for backing!
DRM-Free and Steam Copy - (if Greenlit)
At $5, you'll get a DRM-free copy of History of the Demon Girl. The final game will feature over 30 levels and be available for play on Windows and Mac. I'm told that the current version of the game plays well when using Wine on Linux - that being said there are no plans for native Linux support at this time.
Since the game hit the $100 funding mark, I decided to push the game onto Steam Greenlight. So far it's received over 600 votes - prompting the 500 copy Greenlight Special! You can now get the game for $3!
If and when the game is Greenlit on Steam, everyone who got a DRM-Free copy will also receive a Steam Key.
Digital Behind the Scenes Booklet
At $10 or more, backers will receive a digital Behind The Scenes Booklet - complete with all sorts of details and information about how History of the Demon Girl was made. It will be in Adobe PDF format and printable at about 5" X 7" at 300 DPI. Backing at this level will also place your name in the credits at the back of the booklet under "Booklet Backer".
2" White Vinyl Stickers
At $15 you'll be able to select one of four 2" white vinyl stickers! These are perfect for water bottles, laptops, even car bumpers! Also, after this price point, you'll automatically be featured in the game's credits under one of the many backer credit listings!
At $35 you'll be able to select 2 of these! At $45 you'll get 3 of them! And at $55 you'll collect all four!
For $20, you'll be able to select a digital download of the game's soundtrack! The soundtrack will include all of the final music from the game - over 15 tracks of retro sound!!!
UPDATE -- Like the soundtrack? Now you can get an early digital download for just $3!
Early Access and Bonus Soundtrack
At $25, backers will be able to select Early Access and a special Bonus Soundtrack download! This bonus album will contain early and alternate versions of the songs that make it into the final game. It may even contain a few songs which were cut as well as one or two surprises!
The early access will provide a couple of milestone builds along the way for backers to check out! While I won't have time to do monthly builds, there will be at least one beta and most likely another build of the game before the release version. These will be for backer eyes only!
Throughout the game, Roku picks up regular tokens and boost tokens to speed her way through the levels of Hell. At the $30 level, Backers can receive a 1" pin with the standard token art ($50 for the limited signed/numbered edition).
At the $40 level, Backers can receive a 1" pin with the boost token art ($100 for the limited signed/numbered edition).
UPDATE -- At the $60 level, you can now receive both the standard AND boost token pins!
These are just the right size for backpacks, messenger bags, purses, bulletin boards, or anything else you want to pin!
The signed version of each pin will feature an "S64" on the back, as well as a number showing that it was part of the limited collection. There will be 100 signed standard tokens, but only 20 signed boost tokens - and once they're gone, they're gone!
64 x 64 Pixel Portrait
[Sample blown up to 128x128 - Image Resizes Well]
Originally $75 - now at the $60 level (!!!), backers can receive a 64 x 64 pixel portrait of themselves which will also appear in the credits. This image will be made from a photograph or a drawing of the backer. The portrait request must be of the backer and not of a friend or protected IP.
Disclaimer: Silhouette Games reserves the right to reject any inappropriate or suspicious images.
ALL NEW TIER!!! - APPEAR IN THE ENDING!
For $120, a History of the Demon Girl version of YOU will appear in the game's ending! When Roku escapes from Hell, you'll be one of the 30 people walking the Earth! Plus you'll be emailed a copy of your sprite (roughly 40x32 pixels) that you can keep and use on social media or however you'd like!
1 Hour Skype Session
For $1000 or more, backers can choose to receive a 1 Hour Skype Session with me, Shadow64. During this hour we can discuss the game and do a general Q&A about the development process and game making.
The Supreme Backer
There can only be one! For the hefty tier of $10,000, one backer will receive every previous reward (including a signed version of each pin - labeled 101/100, if they've sold out!), as well as a signed, one-of-a-kind gold-looking version of the Token pin! They will also get their own screen in the credits and their own page in the BTS booklet where they will be proclaimed: THE SUPREME BACKER.
Stretch goals and rewards are great, but let's talk about funding. The campaign is set for $8,000, and while that may seem like a lot, let me break it down:
10% has to go to KS and Amazon for handling the payments. That will leave $7,200 left. Rewards will vary, but we can take about 10% out for creating and shipping those - another $800. That leaves $6,400 for ~960 hours of work over the next six months.
That's assuming 40 hours/week and four weeks/month (or 24 weeks total). In actuality, I will most likely work over 40 hours/week on this and in 6 months there are usually 26 weeks (not 24) - but let's use 40 and 24 as the base.
That comes out to only about $6.66/hr (I swear that wasn't intended) - plus, remember, I'm going to be working a lot more hours than that, meaning it will probably be closer to $5/hr or less for me.
So when I say that I'm only looking for enough money to actually get me to the finish line, now you know that you can trust me - this is the bare minimum I can ask for and even with it, I'll most likely have to continue to dip into what little savings I have left.
Almost forgot: Steam Greenlight has a one-time $100 submission fee - there goes another 1.25%!
Absolutely every dollar will help me get there and thank you for your support.
What about things like taxes, licensing, and legal fees? I consider those development costs - because they are! First of all, leave the legal fees to me - they're a business expense.
Secondly, taxes and legal fees should ONLY be a worry if I go OVER the initial funding goal - and that's one of those good problems. The reason for this is that Kickstarter funds are treated as income and in the US, the standard deductible is high enough that it should cover the amount that remains after the 10% that KS and Amazon will take out.
Since most of the remaining funds will go directly towards the creation of a product and this is my first year as a business, there are a lot of tax breaks for start-ups that I will be able to utilize.
As for licensing fees, you're totally allowed to distribute games made with Flash Professional. This is the reason so many people use it as a development platform.
My name is Danny Mastrangelo, though I'm credited and often go by the name Shadow64 (my first screen name from around 1998). Check out this link to my first Geocities site if you want to see my childhood gaming love in action.
I was born and raised in San Jose, California. I graduated from Santa Clara University in 2006 with a BA in Theater. After college, I worked for Sony Computer Entertainment of America in Foster City as a contract QA tester. During that time, I was on the team that helped debug and launch the Playstation 3.
After working for Sony for a year, I moved down to Los Angeles and got a job working for Square Enix (US). I worked there for 5 years from June of 2008 to June of 2013 - I had a blast and I learned a lot.
I decided to put that knowledge to use and left Square last June. After ushering several amazing games onto the shelf (including Final Fantasy XIII, Kingdom Hearts: Birth by Sleep, and more!), I wanted to pursue my lifelong dream of making my own games.
I am the sole developer at Silhouette Games. From art to story to music to programming - even marketing. I'm the only one here. I'm writing this right now in fact: Hi! :D
For more information about me, check out my bio!
I have personally funded this game's development since September of last year, as well as the pre-production from June to then. I've been working non-stop, but now that I have finished the demo (and updated it), I'm looking for some outside help to finish the full game and get it out the door. My funds are rapidly dwindling at this point and the savings I have left won't get me to the finish line on its own. Kickstarter seemed like the best way to go because it's how I've personally helped other great creative projects come to life.
When I was still at Square Enix, I backed the famous Double Fine Adventure project on Kickstarter. Watching the documentary videos was one of the biggest inspirations for my finally taking the risk and going independent. Maybe my game will do that for someone else. I hope it does. I've also backed several other projects on Kickstarter (not just gaming related) and, as a member of the backer community, I feel like it's the best way to raise funding for a creative project - as well as being the one that I'm most familiar with.
If I don't meet my initial funding goal, it may be time to close the doors on Roku's story and work on something new that I can produce on a much shorter timeline. It would be unfortunate since I truly believe in this game, but ultimately when you're just starting out, that's how it goes.
Risks and challenges
I've been in the video game industry for 6 years - almost 7 now - and I've held a lot of different positions in that time. I'm no stranger to the crunch of developing a game and if you liked the demo, then I've already proven that I know what I'm doing and can make a game that is fun for you in a timely fashion, all while on a shoe-string budget.
That all said, the most obvious risk is that as a solo developer, I'm only one person and can only do so much. If (oh dear) I suddenly get ill or (please no) wind up in the hospital, then the game suffers a delay. I'll do my best to make up for any lost time, but ultimately there is no one else here to take up the slack - this game's success is all riding on ME.
All that I can say in response to that reality is that accidents obviously happen, but I am extremely driven and have an excellent track record. During my time at both Square Enix and SCEA there were plenty of deadlines and projects that rested firmly on my shoulders and I never failed to get the job done. I stayed late, I worked weekends, I even stayed late on weekends - nothing kept me from accomplishing a task. Likewise, I will do absolutely everything in my power to make sure that this game is finished, polished, and on time.
As is evidenced by my goals and breakdown, I'm a very organized person and try to be realistic with my expectations at all times. I will always be open and honest with backers about any and all delays should they arise, but I've also given myself a fair amount of buffer to account for any unexpected delays.
I've worked hard to budget time and money for the rewards, but this is one area where you have to guess a little bit since it's entirely dependent on what people pledge and which reward tiers they select. For this reason, the physical rewards have been limited in all cases - at first.
Similarly, I originally didn't have plans to do international shipping for physical rewards. I talked to some people and figured out the logistics and now it's available (for a small increase in backing to cover the shipping difference). Once the campaign reaches its initial goal, I'll consider any present demand and look into the budget to see if I can add more physical rewards without negatively affecting the project's goals.
Thank you for your patience and understanding with this!Learn about accountability on Kickstarter
- (30 days)