An adorably cute, fiendishly clever, point-and-click adventure! Use your wits and magic to solve puzzles and battle wizards!
An adorably cute, fiendishly clever, point-and-click adventure! Use your wits and magic to solve puzzles and battle wizards! Read more
Our main character, Piper, is played by Danielle Judovits.
Danielle is known for her work on Naruto, The Batman, Toy Story, Sailor Moon, and numerous other roles. We're very excited to have her involved with this project!
If you can't play the demo, or just don't want to, but you still want to see how it works, you can watch the following video of YouTuber Swordfish playing it instead!
Magic Lost is unique take on the point-and-click adventure. You'll battle bosses, unlocking magic spells, and you will decide between paths of Mercy and Malice, effecting play at a fundamental level. But everything in the game is based on story and puzzles!
Let's try to think of Magic Lost in terms of other games you may know and love. It's kind of like...The Longest Journey meets Loom...with somewhat of a Psychonauts feel...and elements of Metroid and Mega Man!
Defeating our bosses will give Piper your choice between two new magic spells. And the game is non-linear. You can defeat the bosses in any order, acquire new spells, and use those spells, not only to help defeat other bosses, but in a variety of other ways to interact with the world and solve puzzles.
And magic isn't all that Piper can do! The alchemy system, that you get a taste of (so to speak) in the demo, will be a valuable resource for Piper throughout the game as she explores and collects new ingredients and finds new recipes.
Our philosophy on puzzles is that all puzzles should be challenging and engaging, but for the right reasons. Each puzzle and each solution should feel logical and natural in the context of the game and the environment.
Piper's not going to be playing chess or solving Rubik's cubes. She's going to solve problems by doing fun (and often chaotic) things her own way!
We do not consider tedium and inconvenience to be valid substitutes for clever puzzle design. Once a player understands a puzzle, execution should be relatively simple.
While we aim to challenge even the most hardened veterans of the genre, help is never more than a click away, in the form of an in-game companion cat, who can offer Piper advice in any situation.
Our story is about a young girl, Piper, with a strong affinity for magic powers, but who hasn't learned to control them. A group of elder wizards sense that this girl will become a powerful evil witch. The wizards pre-emptively seal away the young girl's power. Powerless and alone (except for her feline companion), Piper sets out to battle the elder wizards and reclaim her power. But along the way...not wanting to give too much away, let's just say the plot thickens.
We believe whole-heartedly that the story is critical to the point-and-click adventure game experience, and that the best gaming experiences happen when story and gameplay are interwoven. The choices you make in our game will effect both the story and gameplay in profound and meaningful ways.
Personally, my biggest inspiration in a general sense was Myst. When I read about how the D'ni people from the Myst series could create worlds through their "Art" of writing, I wanted to do that myself. Then I realized that's basically what game programmers do!
The Monkey Island games are a great example of intertwining a game's theme with gameplay. It's not a pirate game with a bunch of random puzzles. Most everything you do is pirate-y! Spitting contests, grog, sword fighting! It showed that a game can be absurdly fun and somehow immersive at the same time.
Journeyman Project 3 was also a big influence. Particularly the Shangri-La area. Never have I seen a game's atmosphere and subject material woven so beautifully into gameplay.
I'm also a big fan of the Zelda series and the Elder Scrolls games. While Morrowind perhaps lacks the polish of its successors, the scope and magnitude of the main quest is truly awe-inspiring.
As for Magic Lost, there are definitely some similarities in theme to The Longest Journey. And in some ways, humor along the lines of Monkey Island. Piper sort of is to witches what Guybrush is to pirates--somewhat of a passionate misfit. That's something I can relate to quite well.
We also derive a lot of inspiration from gameplay mechanics outside of the genre. One of my biggest influences for this game is the Metroid series. When Samus defeats a boss, she gets an upgrade. But it's not just power, it's utility. Her upgrades enable her to explore new areas. That's one thing I love about those games and tried to incorporate into Magic Lost.
Another strong influence was the Mega Man games. I always thought it was interesting how you could defeat one boss and gain that boss's ability, then you could use that ability to give you an advantage over another boss. You could kill the bosses in any order, but if you were clever about it, you could plan a more effective path and be rewarded for your efforts.
Point-and-click adventure fans are a mighty force on Kickstarter. We feel like we're among kindred spirits here. We love this genre, and we're excited to see new life being breathed into it here, and we want to be a part of that new life, and hopefully show just how versatile these games can be.
And Kickstarter is a great platform in general. It gives talented people from all disciplines, who have passion and a vision, the ability to pursue their goals. Everyone has something they love that they can be great at, and we think the world is a better place when people have the opportunity to fulfill their true callings.
Do you want to live in a world where Jordan Mechner sings and Celine Dion makes video games? Well...you might not want to live in a world where Celine Dion sings, either, but...one problem at a time.
Michaela Clisson is the artist. Her whimsical ideas and style are the perfect juxtaposition to the game's cold, menacing logic. Michaela has worked on other games including the WiiWare version of Cave Story, Clicker Heroes, Cloudstone, and Serf Wars.
Bryan Powell is the programmer. He got his professional experience working on a poker game for Facebook called Poker Vice. After that, he decided to go independent to pursue point-and-click adventures.
Risks and challenges
There's been an epidemic of well-intentioned game projects that have been unable to deliver a finished product with the funding they receive. That's always a risk. But it's one we're hoping to avoid by setting our minimum funding level at a place where we're confident we can follow through on our promises. We want to do this more than anything. But we would rather come up short on our funding than to ask for a fraction of what we truly need, hope for the best, and ultimately be unable to deliver the game to you. We can't and won't allow that to happen.
This game is very ambitious in all that it's trying to accomplish in gameplay. If the execution is lacking in any way, there's always a chance that the game will fail to resonate with people, or just get lost in the noise.Learn about accountability on Kickstarter
- (31 days)