About this project
The Song of Seven spans an entire world and tells a story of forgotten celestial siblings, isolated villages, seafaring pirates, ghosts, monsters, leaders, artists, mystics, lovers, dancers, inventors, and the power of connections. Its game play hearkens back to old school point and click, inventory-based adventure/puzzle games but uses third person analog controls for a more updated, immersive feeling.
Each chapter is meant to be the video game version of a short story, a quick, enjoyable digital romp that can be played in a dedicated day or a lazy weekend. When taken together, the chapters assemble a narrative that roams across a world of distinct cultures and intriguing lore with a story that can be enjoyed and appreciated by all ages.
Not many epic adventures begin with a broken fence, but Kiba's does. Kiba begins his journey as a young man on the verge of adulthood, and along the way, not only does he find friends among the game's cast of unforgettable characters, he also touches many lives that will ultimately change the face of the world in which he lives. He's not a savior or a genius. He's a pretty average kid with a talent for music, a big heart, and a knack for being in the right place at the right time—or the wrong place at the worst possible time, depending on your point of view.
The Song of Seven's first chapter begins in an isolated, walled village nestled in the bottom of a forested valley. Kiba goes to fix a broken fence and meets Emma, an exuberant but odd young inventor. The two of them accidentally collide with a sacred, mystical bull, and in trying to make sure it's all right, they stumble across the ruins of an ancient and forgotten temple that once housed the avatar of Ami the Hunter's energy. Once inside, the doors close behind them, and the only way out is forward through three levels of puzzles, riddles, and challenges called the Pilgrim's Path.
- Inventory puzzle mechanics
- 3rd person Analog Controls
- Conversation Trees
- Unique challenging puzzles
- Story driven Character development
Kiba is the sixteen year old son of the village chieftain, T'lor. He likes to play his lyre, climb trees, taunt Jandals, and sleep in. Kiba shows a distressing lack of interest in taking over as village chieftain when his father steps down and has lately developed something of a restless streak. His mother, Arda, worries that Kiba may have come down with a terrible case of brain spots, since sufferers can't hold still, but so far, Kiba's skin remains its normal color and hasn't developed the purple tinge associated with the terrible malady. She remains vigilant while Kiba rolls his eyes and works on his new lyre solo.
Emma, Kiba's newest friend, is something of a mystery. She just appears one day outside the village fence and introduces Kiba to the world beyond the walls he's known his entire life. She likes inventing and alchemy, and has only blown her own eyebrows off ONCE, and that was a long time ago, due to a very subtle miscalculation, and Johu has never let her forget it.
We spent the last couple years - developing our workflow, designing, writing, and prototyping. All of our major game mechanics are implemented. We spent as much as we could of our own capital on the game, so, at this point we just need to finish the art, animation, and wiring up all the VO/puzzles. We are Nintendo and Sony developers, and were recently Greenlit on Steam in just 6 days!
We're only asking for help to develop Chapter One at this time. While we're committed to developing the full, seven-chapter game, we don't feel comfortable soliciting funds for a chapter that may not be available for a year or two yet.
Obviously, if we exceed our funding goal, we'll put that money as well as capital from Chapter One's eventual sales towards developing Chapter Two.
Eric Blomquist (@thewillofb) - Founder Enlightened Games, Designer, Animator, Passion Tornado
Eric has been creating digital art and animation for almost a decade. He has a Bachelors in Game Design and is a semester away from a Masters of Fine Arts in Game Design with an animation focus. He is an adjunct animation and game art instructor for the Art Institute in Schaumburg, IL. He worked for Sleepy Giant, High Voltage Software, and an international technology company as a designer/animator.
Jonathan Yandel (@Jyandel) - Composer, Grumpy Battle Mage
Jonathan Yandel began his music career at the tender age of 3, when he started playing melodies from his favorite television shows by ear. It took a while before he realized it was much easier to use his hands. His parents enrolled him in a music conservatory where he received his classical training until college, where he broadened his horizons to include jazz, choirs, percussion, guitar, and sitar. He also studied art and finished his degree in multimedia arts. While pursuing his graduate degree in music for visual media he met Eric Blomquist and they began discussing ideas that would eventually lead to Song of Seven...
In his spare time, he enjoys cooking, working out, playing with his cats, and games (his favorite game of all time is Thief). He is currently working on his solo album.
Zach Kruse (@Enlightgames) - Producer, Marketer, Party Starter, Dualshock wielding Dominator.
Zach has been in business, sales, management and marketing for nearly a decade, and a gamer for life. Walking to home plate in his business management-marketing emphasis degree, Zach has a passion for marketing and video games, so having the ability to combine the two is a lifelong dream. Sometimes the voice of reason, Zach is at Enlightened Games to keep the train on the tracks and turn ideas into revenue.
Jenni Hart - Writer/Designer, Frolicker, Giggler, Cat-lady.
Jenni is an adjunct instructor of English at three different Chicago area colleges. She holds a Masters Degree in Literature, Rhetoric, and Composition, which is the academically fancy way to say "reading and writing." When she isn't wandering about northern Illinois correcting other people's grammar, she writes, games, and pursues other esoteric hobbies that no one in their right minds would bother with. Working on The Song of Seven is her first foray into letting other people actually see what she's written.
We chose to do another campaign with Kickstarter. Why? Because of the community. In the first place, trading funding for unique items and opportunities is a great practice. It lets people support the products they want to see. In the second place, even though our first funding goals weren't met, we got a lot of support and sound advice from the people who visited our page, so we're trying again to win your love and approval. In the third place, that last six months to a year of production can be quite expensive. We need Kickstarter capital to finish making our game. But wait, there's more! Help us get funded, and this time, you get super nifty stuff! Games, soundtracks, art books, and maybe even the chance to create your own NPC. We also have some of the coolest reward tier names ever. Who wouldn't want an Epic 'Stache?
What will we spend Kickstarter funds on? I'm glad you asked. The money will go towards console publishing costs, a better user interface, voice actors, additional software, food, Internet (specifically for a static IP address that is required for console dev kits and can be quite pricey), and contracting a couple of extra hands to help polish. We are confident that the best way to adequately fund the final phase of The Song of Seven's development (without anyone having to auction off bodily organs) is through Kickstarter.
The Jandel says you should back The Song of Seven. I would seriously listen to him...he can be...well just take my word for it.
Legal (copyrights and lawyer stuff) : $1000
Contract Artists (Modeling, Sound FX) : $2000
High Quality Audio Samples for Sound FX : $1000
User Interface Design (contracted through Fully Illustrated) : $1500
Voice Acting : $2000
Kickstarter Fees - est. $500+ (5% and 3% + $.20 per pledge)
Risks and challenges
The Song of Seven will be the first commercial release here at Enlightened Games. As our second attempt at launching a Kickstarter, we've learned so many things in the 15 months of development since our initial campaign. It made us realize that the amount of money was too extensive for an untested developer, and that we would have to all work on this project part time on our own to gain trust and quite frankly, an audience. In an industry rife with constant change and required adaptation, we have overcome a slough of obstacles including continuing to develop without outside funding help and willingness to put our own time and resources into this project for over a year and a half.
Though there will surely be many inevitable, exciting, and terrifying challenges along the way - the challenge right now is paying those fees we need that are required to complete development and publish the game on schedule. The game has evolved from our original idea(Project Bliss) into so much more, while retaining the original emotion and mystique we were aiming for. We have reached the 'point of no return' in development, and have so much invested already that the risk this at this point for the game to go unpublished is a non-issue. Everyone on this team loves this game and where it's going, with excitement building daily towards release. The roots run deep at Enlightened Games, and The Song of Seven is so close to being ready to share with all of you.Learn about accountability on Kickstarter
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