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A Bombastic First Person Dungeon BRAWLER Set in a Unique Fantasy World
A Bombastic First Person Dungeon BRAWLER Set in a Unique Fantasy World Read more
This project will only be funded if it reaches its goal by .
About this project
This demo contains 4 floors (two zones) and two bosses. Please enjoy! :D
You can also reach us at email@example.com if you'd like to report any bugs with the demo or give more long-form feedback.
THE TOWER ascends without warning. It consumes the land it appears out of as it rises, higher than ever. And then, before long, it's gone. Only the wisest can predict where it will next appear. There are those who attempt to climb its inner halls, but the twisted forms of the creatures captured by the Tower, and the twisted form of the Tower itself, prevent those brave souls from going far. And it seems that each floor is composed of a slice of an entirely different location! Magical trickery is afoot. Surely there is some great reward awaiting the one who reaches the top, but who could possibly reach it?
The player assumes the role of the eponymous FIGHT KNIGHT. Known best from the gladiator circuit, this master of weapons has been absent from the arena for some time (much to the disappointment of his fans), yet it turns out he's been chasing after the Tower all along! One has to wonder, why? And why does he refuse to touch any of his many armaments?
FIGHT KNIGHT is a mix between a first person dungeon crawler and a high speed action game. Players spend their time ascending a massive Tower, learning the story of FIGHT KNIGHT and getting to know friend & foe alike. Along the way they'll solve puzzles, collect artifacts and help FIGHT KNIGHT grow in power. Encounters take place in real time, through grid based melee combat. Wits and reflexes pave the way to victory. Will YOU master the Tower and those who wait within?
- UNIQUE PRESENTATION - Retro-game-inspired visuals that manage to look unlike any retro game
- 8+ ZONES - Each comprised of multiple floors of puzzle-filled dungeon exploration. Each zone of the Tower has its own unique setting, layout, NPCs, puzzle elements, and enemies
- HAND-CRAFTED LEVELS - Thoughtfully created levels full of puzzles that are designed to take FIGHT KNIGHT's unique fisty capabilities into account
- ROBUST COMBAT - Compelling real-time positional combat system involving all manner of fist-based warfare. Punch, dodge, push, counter, punch, block, and punch your way to victory!
- CHOOSE YOUR STYLE - Equip FIGHT KNIGHT with energy-burning super moves called SPECIALTIES, consumable items, and a variety of gauntlets, all with various situational advantages and attributes. give FIGHT KNIGHT what you think gives an edge!
- CHALLENGING FOES - Enemies work together to ensure your demise. Enemy types all have their own particular quirks and attack patterns. Not only does FIGHT KNIGHT need to learn how to approach fighting them individually, but in large groups too!
- MEET 'N BEAT - Enjoyable cast of characters to meet and punch along the way
At this point, FIGHT KNIGHT has been under serious development since the beginning of 2017. But its history goes back much farther than that! All the way to some of our childhoods, in fact...
In truth, Zeke and myself have been wanting to make this game for years. FIGHT KNIGHT as a character has his origins in our late nights spent sitting on a couch, playing 2011's Dark Souls. We'd take turns invading other players' worlds, with no armor or weapon save for a helmet and our fists.
It wasn't until we were roommates in 2014, when the idea formed to give this character a game of his own! We envisioned a glorious mish-mash of a few of our favorite titles, taking the form of something akin to Punch-Out!! or God Hand with fantasy creatures as enemies.
At the time, Zeke was focused on college, and while I was not, I was focused on attempting to create an entirely separate game. So it's been a few years since its original inception, but we've built up our skills, cleared our schedules, and we're totally ready to make FIGHT KNIGHT live up to that original vision, and be the best game it could possibly be!
We had the good fortune of being contacted by the excellent Tom Schley, otherwise known as Silkersoft, early on in the project! They've made some fantastic music for us so far, check these out:
"The King of Goblins" by Tom Schley
"Steiner" by Tom Schley
"Towernew" by Tom Schley
Note: tracks are works in progress
Thomas LeBlanc (www.twitter.com/BOENSAW) - I'm the main dude working on FIGHT KNIGHT! I've wanted to make games for as long as I can remember, but only realized that I actually could just do that about 6 years ago. I've previously independently made custom maps for Valve's Team Fortress 2 and Portal, worked on several small projects, and the yet-unreleased Sorcerobe. I'm co-designing the game with Zeke, I'm in charge of all the programming, a lot of writing and concept art, the final enemy/NPC sprites, and the fist sprites (which are pictures of my hands, see above GIF).
Zeke James (www.twitter.com/Trianguls) - Zeke is my long-time friend and co-creator of FIGHT KNIGHT. His experience with dungeon crawlers, and games in general has been instrumental. Zeke is co-designing the game, writing, drawing concept art, and creating environment textures. Zeke is also handling the logistics of creating and shipping potential merch!
Tom Schley (https://twitter.com/silkersoft) - Tom will be creating the entire soundscape of FIGHT KNIGHT! He's worked with Crows Crows Crows on the 2016 VR title Accounting, and I can't emphasize enough how glad I am and how lucky we are to have his expertise available to us!
Tommy Trinh (https://twitter.com/ldrs_en) - I've known Tommy as "ldrs" for close to a decade, and was only able to learn his actual name for the sake of crediting him on this page. Needless to say, he's a great friend. He's also the guy handling all 3d modeling related tasks! He's new to the medium, but has been doing a great job so far. Believe it or not, there is actually quite a lot of work to do in this area for the game.
GAME DOWNLOAD - Digitally delivered over email upon completion in 2018, for Microsoft Windows OS. Will be available to backers DRM free, or through a Steam key if they wish.
BACKER CREDIT - Your name and possibly Kickstarter avatar will be used in the credits sequence of the final game! Assuming both are rated PG.
ORIGINAL SOUNDTRACK DOWNLOAD - Digitally delivered over email in high-quality MP3 upon completion of the game in 2018.
DEVELOPMENT ART BOOK DOWNLOAD - Digitally delivered over email in print-quality PDF format upon completion of the game in 2018. This book will be a composite of the most interesting concept art and work-in-progress assets we've created and will create over the course of developing FIGHT KNIGHT, with behind-the-scenes developer notes and commentary!
The book will include placeholders, schematics, building and character concept art, pre-sprite lineart and the sprites themselves! It will also go into the process we used to bring it all to its proper conclusion in the game. There's already a lot of work we've done that will never see the light of day otherwise, and there's much more to come! We'd love to share it with you.
T-SHIRT! - You will be mailed an official FIGHT KNIGHT shirt, in your size of choice. Design TBD, We will run a backer poll after the kickstarter ends so people can vote on the one they like the most!
The shirt will be either red or black, with a cool monochrome design on the front.
POSTER! - You will be mailed an official FIGHT KNIGHT poster!
Precise dimensions TBA, but it will be around 17-24 inches tall. We'll mail it in a tube along with your T-shirt for safety and minimal shipping costs!
WHY KICKSTARTER? - We've been able to work on this game for close to half a year now, because of the support of family & friends, as well as seasonal work. But our current advantages aren't limitless! We're hoping that through Kickstarter, Our entire team will be able to work on the project full-time without distraction from now until completion. This has many advantages, but the biggest one for you, the potential player, is that it means FIGHT KNIGHT will be finished and playable sooner!
FUNDING - A large portion will go directly to paying Tom Schley, our composer, for his work. A chunk of money will go to taxes, processing fees, shirt production & delivery costs, ect. The rest of what is available will be divvied up between each other to ensure that everyone has rent, groceries and basic living needs provided for while we focus on making the game!
STRETCH GOALS - We are avoiding proposing stretch goals, as we want to focus on creating the product we had in mind, and don't want to promise anything that we aren't 100% sure we can deliver on. Our vision for the game is completely solidified at this point, and we can assure you that if you like what you've seen so far you'll love what we have planned!
Risks and challenges
Short of traumatic injury or death due to the inherent danger of mortal existence, there isn't much we foresee that could cause us not to finish FIGHT KNIGHT. The game is in motion. There is no question at this point of if we're capable of pulling off any essential element of the game, the foundational structures are in place. All that's left to do is produce content in the form of assets and levels and enemies and so on. Even if this Kickstarter fails to reach its goal, the game will still be made, just on a longer timescale. Assuming we DO get funded, The largest risk is that the game could be completed in late 2018/2019 instead of early 2018.
Because almost all of our rewards will be delivered digitally, there is little reason to worry about anything on a logistical level other than the T-shirts, which will be handled with particular care and expertise. Our Zeke is well acquainted with handling shirt printing, and we already have a retailer who can produce what we need to make it happen.Learn about accountability on Kickstarter
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