About this project
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For an explanation on supported platforms, please see bottom of this page.
Bloom is an isometric action adventure game with a dose of RPG elements. Set in a rich fantasy world caught in the midst of an epic battle between nature and the re-emerging technology of the past, Bloom strives to bring forward an entirely new experience to the players.
Over time, the idea of Bloom slowly developed from the modest beginnings of an unreleased graphic novel into a living breathing world of deep history and exciting creatures.
Beyond it's history and unique story, Bloom will give players a fresh new world to explore and challenge them in ways they have never been before.
~~Update: For a more in-depth view of the combat and game play, please see our first update covering the subject ~~
In Bloom, you take on the role of a young survivor just beginning to explore her people's innate connection with nature as you try to stay alive against impossible odds. A deep history and unexpected story propels you forward as you continue to cling to a quickly diminishing glimmer of hope.
While the story and setting is rich and engaging, Bloom also takes a fresh approach to the entire player experience with a new level of game design.
Technology Overview -
Synergetic Design -
Our entire ability system is designed with as much cross interaction as possible. An ability, such as being able to shoot an arrow, is not limited to simply a damage roll against a creature. Instead, it serves as a single tool which can be used in a wide range of ways throughout the game. From adding weight to an object, to pressing switches, to delivering an object in your inventory to a distant location and much more.
In this way players are not overwhelmed with long menu lists and other disruptions to the flow of game-play. While at the same time, players will find they have a great number of options in how they strategize and approach situations depending on how they choose to use their tools.
Strategic Real-Time Combat -
Combat in Bloom is made to challenge players to think and plan ahead as they manage their energy and dodge or counter attacks. Winning does not come down to who can mash the X button the fastest. Instead, the game challenges players to invent creative ways to overcome their enemies. Congratulations, you can shoot an arrow... but lets see you use your bow to defeat an enemy that can't be hurt by arrows.
Not only that, but enemies will begin to adjust their tactics to match you. Even when knowing an enemies weakness, the battle isn't over by far.
Living Environments -
In Bloom, the world around you is far more than simply a backdrop. It is key to your success in moving forward. You will be able to spot and utilize boons and other environmental advantages as you fight and use the environment to set traps or other strategies you invent. Rushing into a fight blindly will only get you so far. ..sometimes you have to sit back and look around you for a minute (of course, at the same time you might have an angry creature vying for your attention).
These are just some of the great features we have planned to create an experience unlike any other. You will find Bloom isn't trying to copy some other game, we are rewriting the rules and bringing new life to the party.
Kickstarter really gives a chance to make the entire game development process about the player experience (instead of about maximizing profits for a producer). With your support Studio Fawn will be free to make development choices based solely on what makes the game better. For example, if the game needs more time to be polished, we can take that time to make sure it is done right (instead of needing to adhere to carefully strategized marketing timetables).
Even the ideas themselves can be freed from normal industry economics and "playing safe". Basically, this lets us explore exciting new game play ideas, untested stories, and even more adult themes if they make the game better.
Beyond that, Kickstarter also breaks down the wall between the studio and the players during development. With your help we will be able to develop out in the open, posting new artwork and new ideas for direct feedback from the fans. Each step along the way, you will be a part of how the game grows. This game is for you, funded by you, you are the reason Studio Fawn exists and the reason we work so hard.
Studio Fawn is a tiny new studio in Los Angeles created by artist Dani Landers (Ivory Oasis). After completing business school Dani moved to Los Angeles to receive formal training in art and gained first hand experience in the industry over several years, working on projects presented to companies such as Nickelodeon and Disney.
During that period, Dani continued developing Bloom to the point we are at today, finally ready to take the project into full production. In the end, creating games is not simply a 9 to 5 job for us... it is truly our passion in life and what excites us for tomorrow.
Risks and challenges
Really, the biggest challenge we face is here... right now... in getting the funding and resources we need to go into full production. We have the talent, we have the experience, and we have the passion to create a truly amazing game.
Other than that, there are a few expected challenges that we can see and are ready to battle.
1 ) Budget - At 150k, the budget is definitely going to be pretty tight. Luckily the person running the show has a degree in accounting! Then, we have also accounted for plenty of alternatives in the various game element (such as understanding to keep music costs low, we have the option to source royalty free music or work with artists in collaborative contribution deals). The numbers match up, but at such a low amount we will definitely need to make sure to keep the purse strings tight.
2 ) Game-play Balancing - Making sure game-play is fun, and balanced, and just the right amount of challenge is a tricky business. To make something really special, it is a lot like making soup where you need to taste as you adjust the recipe. Our plan to keep engaged with the fans and asking the community to give us plenty of feedback in beta versions of the game, we will have plenty to go off of to make sure we tweak the right bits.
3 ) The Unknown! - This is one of the hardest challenges to plan for... because it could be anything (alien invasion?). But, really, this is the one we are most excited about happening! Our team has learnt that challenges and setbacks only make the finished product better. The random snags that pop up forces us to pause and really think about what we are doing, it really forces us to adjust and keep flexible. So... bring it on unknown, give us your best.
----- Supported Platforms? ------
We are happy to say we are developing with the Unity engine (which supports a wide range of platforms and easy publishing). Right now, the main platforms we are releasing to are PC, Mac, and Xbox 360.
Linux - We will definitely be supporting Linux!
Android - Unity does support the android platform and we have our eye on the new gaming console which operates on it. We will definitely strive to support an android release for that console when it comes out.
PS3 - We would love to publish for the PS3 but the screening and legal issues surrounding the platform are a bit more tricky to navigate. We will look into it, but from what we have found, it isn't likely.Learn about accountability on Kickstarter
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