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$2,688
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124
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Funding Unsuccessful
The project's funding goal was not reached on Sun, November 30 2014 2:07 PM UTC +00:00
HeyKiddo! Games LLCBy HeyKiddo! Games LLC
First created
HeyKiddo! Games LLCBy HeyKiddo! Games LLC
First created
$2,688
pledged of $65,000pledged of $65,000 goal
124
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Sun, November 30 2014 2:07 PM UTC +00:00

About

Hi, I'm Rhett Chassereau!  I'm a former Call of Duty Associate Producer who worked on the franchise for many years, and now I'm working on a project close to my heart - a Southern Gothic Horror game set in the swamps of Louisiana.  Check out our videos and screenshots, if you have any questions or comments about the game, please ask away, and thank you for your pledge!

Check out our webseries 'Scenes from Ingonga' to get a look at the game!  Here's Part I - Hiding:

 Part II - The Tapes:

Ingonga is a story-driven and exploration focused first-person horror game, set on an island in the bayous east of New Orleans.  You play as Luna, a young woman who has come to the island to find her missing mother - a journalist investigating horrible events that occurred on the island twenty years prior.  You have few clues as to where she is or if she's safe, and finding her is your first task.


When you arrive on the island, everything seems pleasant enough - the sun is shining, there's a gentle breeze, and all is peaceful and serene..

As the sun sets and clouds roll in, you'll begin to see glimpses of what happened on this island.  Finding your mother, and finding out what happened here, so many years ago, will be even more difficult than you had imagined.

 The island has become a strange place now - time and space function oddly here, and you'll find yourself in even more bizarre worlds as you play through the game, to find the source of the horrors unleashed on the island - The Ingonga.. 

Gameplay in Ingonga is very focused on exploration and atmosphere - you have a fair amount of freedom to wander around an explore the environment, to find clues and items that will help you survive and investigate the island further.  The game will be full of secrets and side stories that you can find, some of which might even require a bit of outside research to complete.

Many events that happen in the game are somewhat random - no two playthroughs of the game will be quite the same.  We want you to experience some very strange and unexpected moments throughout the game, and to never become too complacent about the dangers of making your way through the swamp.  There are diverging paths and crossroads where you'll have to make a choice about what you'll do and how you'll approach different obstacles.

Throughout the game, you'll be able to pick up all sorts of different items, and these are used in a crafting system to give yourself a means of defense from the creatures on the island, to mend wounds, and to solve puzzles found as you explore the game.

Voodoo plays an important part in the game, but it's by no means being portrayed in the way it usually is in videogames and movies.  In the game, your character's faith and practice will help you overcome obstacles and creatures on the island.  

With the proper gris-gris, the church can become a sanctuary.
With the proper gris-gris, the church can become a sanctuary.

For example, gris-gris, which are akin to charms or totems, can be made using plants and various objects found on the island, which let you hinder or stop creatures from pursuing you.  

A Boo Hag, a creature from Gullah folklore.  They steal skin from people, to wear as a sort of human clothing..
A Boo Hag, a creature from Gullah folklore. They steal skin from people, to wear as a sort of human clothing..

As another example, Red Brick Dust, a part of Hoodoo folk magic, is used to create barriers and turn a small area into a sanctuary.  Throughout the game, various Loa, the spirits of Voodoo and intermediaries between man and Bondye, the Creator, provide solace and assistance - though some are tricksters, and will try to hinder you.

Besides exploring the island and its various structures, such as the central mansion, docks, worker's housing, and the church, there are Veve - these are the symbols of the Loa, such as Baron Samedi and Papa Legba, and in the game, they function as gateways to what we're calling 'Moments' for the time being - short areas of very different types of gameplay, in all sorts of environments.  Some of these play like interactive puzzles, some like stealth missions, while some are merely about survival for a period of time.  

One of many Veve symbols that can be found throughout the game
One of many Veve symbols that can be found throughout the game

 They're a good way to break up the gameplay, and finding these will help you explore more of the game's story.  Think of them as short experiences - as an example, in one Veve Moment you're stuck inside a padded cell, and must find a way to break out.

The start of a Veve moment
The start of a Veve moment

 In another example, you start in a house infested with sightless creatures that have excellent hearing.  You must avoid making too much noise by moving slowly and watching out for creaking floorboards, so that you can sneak outside safely.

Guess the guy on the floor made too much noise...
Guess the guy on the floor made too much noise...

We also have another interesting game feature - finding videotapes of the events of 20 years ago.  When you find these, and a VCR to play them on, you can then 'play' as Robichaud, a young man who was present that night and recording the terrible events happening.  The gameplay in these tapes is action oriented, and let us put some faster paced gameplay into the game, without making it the focus of the game as a whole.

The creatures in the videos are brutal and unforgiving
The creatures in the videos are brutal and unforgiving

Each tape has an objective you have to complete, and doing so will help you back in the real world.  For example, you might run into a sign that's clearly important but its text is illegible from twenty years of exposure to the elements.  Find that same area while playing through a tape, and now it's brand new and readable.

Boo Hags hanging down from the ceiling
Boo Hags hanging down from the ceiling
An Asasabonsam attacking
An Asasabonsam attacking
The greatest horrors await in the tapes
The greatest horrors await in the tapes

 Like what you've seen so far?  Please vote for us on Greenlight, then head back here to pledge!:

 We believe we've got a unique and interesting story to tell.  Our game takes place in an environment you don't often see in horror games, and we have features that let us take the game to places outside of that starting point - we've got the flexibility to deliver a game that doesn't bore you with one setting.  We think gamers will also appreciate seeing Voodoo from a perspective you don't often see in games and other media - as a positive force that helps you get through the game.

We've been working hard on the game for some time now, and have our core gameplay in place - we've got the story, we've got the game mechanics in a basic state, and we've been working on blocking out the world, the stories you'll find in the Veve worlds and VHS tapes, and many side stories - we just need a big final push, and that's why we need your help.

We've been frugal and efficient in how we've used our limited resources, but there are things we'd like to do, to present the game at its best, that we need help with:

- We have been using free tracks for our music, and would love to have a small soundtrack written specifically for us.  A number of composers have expressed interest in doing this, and we feel it will help improve the atmosphere of the game.

- Our SFX have also largely been pulled from free and inexpensive sources - we have ideas of what sounds creatures in the game should make, and will need dedicated SFX for them.

- There are some assets we'll need to hire another artist to help create; specifically, a very small assortment of human and creature character models.

- We would like to have some of the game's most important dialogue recorded as voice-overs, especially some narration of the game.  

- Programming has largely been done by myself, and some outside assistance in specific areas (such as enemy AI and game UI) would help bring the game to a more professional level.

- With your backing, we would be able to devote our time to the game, and finish it in one year.  

Here's how we're breaking down our budget:

Total Budget: $65,000

Team Compensation: $32,000 (We're frugal, and it's just enough to keep the lights on and keep us working on the game.)

Programming, Art, and Music contracts: $15,000

Kickstarter Reward fulfillment: $6,000

Amazon and Kickstarter fees: $6,000

Additional development hardware: $3,000

Additional development software: $3,000

Our team consists of:

Rhett Chassereau - I previously worked for 8 years on the Call of Duty franchise, as an Associate Producer at Activision.  I've always been a huge fan of horror, both in videogames and movies, so I've worked on learning C# and Unity3D and started on my passion project - a slow-burn, atmospheric, exploration-focused horror game set near New Orleans.  I handle programming, game design, and writing.

Catherine Edwards - Cat is the artist, and she has created many of our textures and 2D art used throughout the game, in addition to beginning work on some of our own 3D models.  She also handles our sound needs, finding SFX and music for the game.

Rhett's Mom, Viki Short - If for some strange reason someone asks 'Oh, did your Mom help you make this game?!' I can say 'Yes, yes she has!'  She's a great writer and editor, and has taken on the writing of a number of the side stories in the game in her spare time.

Numerous friends and family have provided feedback on builds of the game, gameplay ideas and concepts, and other support.  My father, Thomas Short, has been hugely supportive of the project in financial and non-financial ways, and we wouldn't have gotten this far without him.  This project has really been a collaborative, 'family of gamers' effort with the people I love.

Digital Download Edition
Digital Download Edition

$15 ($10 for Early Birds) - You'll receive a DRM-free digital download of the full game.

Digital Download Plus Edition
Digital Download Plus Edition

$25 ($20 for Early Birds) - You'll receive a DRM-free digital download of the full game, plus bonus features: Soundtrack, Wallpapers, and special files found on the computer of Luna's mother.  These special files contain secrets and side stories that you would not normally find in the game, and act as a sort of prologue.

Physical Collector's Edition
Physical Collector's Edition

$55 - You'll receive a unique Ingonga USB drive in a specially designed case, suitable for display.  On the drive you'll find a DRM-free copy of the game along with all bonus features. (USB drive and box design will be finalized in the coming months.)

Physical Collector's Edition plus Poster
Physical Collector's Edition plus Poster

$80 - You'll receive the Physical Collector's Edition, plus a unique 12 x 18 Ingonga poster - similar in appearance to the Ingonga banner image at the top of this page.

Physical Collector's Edition plus T-Shirt
Physical Collector's Edition plus T-Shirt

$90 - You'll receive the Physical Collector's Edition, plus an Ingonga T-Shirt designed by Cat!:

Physical Collector's Edition plus Mug
Physical Collector's Edition plus Mug

$100 - You'll receive the Physical Collector's Edition, plus a mug - but not just any mug!  We'll let everyone vote on the final design, but the scene on these mugs will change when hot liquids are poured in - strange figures will appear, as well as a clue to a Veve Moment in the game..

Physical Edition Plus and become a part of the story
Physical Edition Plus and become a part of the story

$150 - You'll receive the Physical Collector's Edition, the Poster, and you'll have an opportunity to put your name in the game as one of the many characters found in various stories throughout the game!

Physical Collector's Edition: All Physical Rewards
Physical Collector's Edition: All Physical Rewards

$250 - Can't decide between the physical rewards, but you'd still like to admire our poster, while wearing a shirt, AND sipping on a hot beverage?  Here's your chance to get them all - the Physical Collector's Edition, plus the T-Shirt, Poster, and Mug.  

Prestigious Backer
Prestigious Backer

$500 - You'll get the Physical Collector's Edition, and all physical rewards.  You may have noticed the Call of Duty plaques behind me in the video; at this tier, you'll receive a similar plaque with an extra physical copy of the game mounted within, honoring your contribution as a prestigious backer that you can proudly display.  You will also receive a special title in the credits as one of our most generous and prestigious backers!

Producer
Producer

$1500 - You'll receive all previous tiers, and have an opportunity to make a difference in the game: You'll have the chance to help us design your very own Veve moment.  Many of our ideas have come from strange dreams we've had, or inspired by various works of literature and film, so start thinking about what kinds of horror you want to make real!  You'll also be credited as a Producer for the game, which will be reflected on your plaque as well.

 For our stretch goals, we do not plan on including additional areas, game mechanics, or characters in the game - in our minds, if something is cool enough to implement because of a stretch goal, then it's cool enough to work hard to get it into the existing game.  Our stretch goals are just to expand and improve the current content, and with this, we have kept two things in mind:

- The stretch goals should not be vital for the success of the game.  If none of these are met, the game should still be a great experience for the player.

- The stretch goals should not increase workload in such a way that it puts completion of the project at risk.  Our stretch goals are, by and large, things we would already like to do, we just don't have the resources to do them at the moment.  

$65,000 - Oculus Rift integration

This one is a no-brainer: First-Person Horror games are a natural fit for the Rift, and we'd love to acquire the hardware and get the support needed to integrate this into the game.

$70,000 - Game text localization

We'd like to offer localized in-game dialogue and text in the traditional FIGS (French, Italian, German, and Spanish).  This will allow us to hire people to translate the game's strings for these languages, and, depending on interest, other languages as well.  Note: This will not affect VO at this level.

$80,000 - Extensive VO (English only)

We'll be doing some VO for the more important story elements, and some narration.  We'd like to be able to record as much of the game's dialogue as possible, and this stretch goal will let us achieve that, though in English only.

$90,000 - Extensive VO (Multiple languages)

This stretch goal will let us also record VO for FIGS - players in those languages will get the same game experience as English-speaking players.  

$100,000+ - Expansion to other platforms

We plan on exploring the porting of the game to Mac and Linux after the main PC version is complete.  That said, if we hit this point, we'd like to be able to hire the assistance needed to release all three on day one, and to explore the possibility of porting to console platforms.  If we get this far, we'll discuss what seems viable at release.

Thank you for checking out our Kickstarter!
Thank you for checking out our Kickstarter!

Risks and challenges

As with the development of any videogame, there are unexpected setbacks and challenges you'll face - that's just part of the process. I've faced these challenges before in my time at Activision, and I'm confident we'll be able to handle most any situation that comes up.

Delays in asset delivery from third parties are one thing we can't control - they can happen to anyone. That said, we have sufficient lead time for each of these that this will likely not become a problem.

Our code and assets are backed up online and on external drives daily, so we are prepared for any hardware failure we might encounter.

We're developing the game in Unity, and we can't predict what effects future updates to Unity will have on the game, but we've not run into any major issues with previous updates, and are confident in our ability to deal with any issues.

Overall, we're prepared for whatever comes our way, and any major issues will be communicated to backers, along with the actions we're taking to correct them.

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Funding period

- (30 days)