~~An epic adventure about the love between a mother and her child. Read more
This project's funding goal was not reached on April 18, 2013.
About this project
~~~~ Please see our PayPal pledge options extending beyond this Kickstarter at http://studiofawn.tumblr.com/donate ~~~
Bloom: Memories is an isometric action adventure / rpg for Windows and Mac (DRM-free). ((For an explanation of additional platforms , Click Here to read more about it in update 8))
~Please see the bottom of the page for a list of stretch goals, including additional platform goals.
Jenova Chen - Designer of Journey and Flower - "To stand out you really need to have something one step higher. And I think both of you have the potential to do it, but it will take a lot of work."
David Jaffe - From the God of War and Twisted Metal Series -"...as a gamer and as a parent, I'd love to play your game. I'm excited to see where that goes."
Lisa Foiles - Game Journalist and Actress - "I do think you have the makings of something really special."
Bloom: Memories is a beautiful artistic take on the action-adventure / RPG genre that carries players through an epic journey following the theme of the “purest love”; that between a mother and her child.
Bloom strives to capture the innocent feeling of adventure and discovery (taking lessons from such classic games as “The Legend of Zelda”) while at the same time pushing the experience deeper with a heartfelt story of love and sacrifice.
Of course, beyond the story and artwork, Bloom also features strong game design which not only provides fun game play but also further supports the story and art direction.
A few examples of these are:
Linked Heart Mechanic – Because of the special bond between the main character and his mother, they share in each other’s pain and sacrifice for each other. This is represented by five hearts for both characters at the top of the screen which heal over time.
For the mother, these typically allow for her to protect the main character at a distance when he needs her most. While for the main character, his can be used to give him extra strength to rise to the challenges of the world. And, for both characters, pieces of their heart may break during moments of emotional pain.
Be careful though, a persons heart can only take so much before it gives up completely.
~Keep an eye out for our in-depth explanation of this in a future update!
Single Energy / Health Bar – With Bloom, the energy and life bar combine to create another layer of strategy to combat while simultaneously simplifying the interface and allowing players to focus more on the game. We want combat to have elements of thoughtful purpose, of considering the costs and advantages to using different abilities. Mindlessly mashing buttons will only get you so far in this world.
Luckily there are also a variety of ways to replenish your strength, though of course they too come with considerations.
The Bridge – The bridge is where the energy of life exists overlaying the world and its inhabitance. While this is all theory, rumor has it that with enough training one can begin to open their mind to this plane and even walk within it at will. Inside the bridge one can see the true nature of friend and foe, past the physical aspects of a being and into their hearts.
They say the bridge contains an entire world for one to explore… though, be warned, the bridge can be a hostile place to the unprepared.
~There is much more to this feature which we will cover in an update down the road.
Beyond these, here are a few more examples of some of the features in Bloom :
- Explore a beautiful world of sculpted / painted environments
- Discover hidden secrets and areas
- Unlock your potential with a variety of amazing abilities
- Solve challenging and interesting puzzles
- Battle imaginative and unique creatures
- And much much more!
No one really knows when the remnants of the past began to stir, when they decided to reclaim a world that had moved on long ago.
For many years they had encroached on our lands, slowly driving us back as their corruption spread. Their strength was overwhelming and even I and the other guardians were helpless to stop them, though many of us died trying. At the front of the assault were their skeletal machines, abominations of hollow souls and metal….of which they had a seemingly endless supply. You see, this is a battle of attrition, and it is a battle we are losing.
Though rumors abound, what is known for certain is at the heart of the corruption are the Eternal. Men? Machines? Perversions of life.
It was there amongst the Eternal that one day a mysterious woman escaped. She too was an abomination, but I could feel she was somehow different and in frantic desperation. So I reached out and called to her, offering her refuge in our forest.
It was once she arrived that I realized why she had seemed so different. Somehow inside her grew new life, and she couldn't stand her child being twisted into the monsters which attacked us.
We worked quickly gathering pieces of the fallen machines to house her child’s life, and in the end were successful. She gave birth. Though her child was flawed and weak, he was alive … and that is where our story begins.
While game play and story are important elements for any game, the artwork can’t be forgotten as it creates the atmosphere to engage and welcome a player into the world. It is for this reason that we spend so much time trying to visually bring the world to life and push the style of Bloom to create an experience you won’t forget.
Of course we also go a step further. Unlike most games, the artwork in Bloom is currently created entirely by the project lead (Dani Landers). This means everything from the concept art, 3d models, and even the renders for the teaser are all from the same pure vision driving the project forward.
While this means more work (especially given design choices such as hand sculpting and painting every section of the game individually, instead of using a tile-based system), it is unmistakable proof of the passion behind the game.
The decisions we make aren't to save the most time or effort, but to simply create the best game we can (working within the realities of a small team).
The next element needed to truly create a memorable experience is the music. This is where our award winning composer, Jose Mora-Jimenez, comes in. Of course, like with every other element we aren’t satisfied with doing the bare minimum. Instead, the music in Bloom continues the narration of the storyline with each instrument representing a character as their stories are woven into the game.
Have a listen to a couple of the tracks and judge for yourself.
The most important aspect of any game is the team making it! Without passion and love for the project, the work becomes simply “a job” and the standards plummet to the bare minimum.
Luckily we have managed to put together a team of driven talent who have committed themselves and make this game a labor of love.
Dani Landers lives in Los Angeles and has worked on a variety of projects over the years while picking up a range of skill-sets all along the production pipeline. This means he is able to step in and fill any creative job that needs to be done (such as video editing, writing, effects, and even modeling and rendering).
Dani is also the creator of the Bloom universe, originating from an unreleased 30+ page graphic novel for Bloom years ago. In many ways, you could say Dani and Bloom grew with each other over the years.
Jose Mora-Jimenez is an award-winning classically trained composer who divides his time between writing concert works and making music for games and other media. Jose currently lives in the Netherlands and offers a unique perspective to the team.
It is his work which gives the world of Bloom a voice as his music brings to life the story through masterfully crafted music.
For more info about Jose and for samples of his music you can check: www.musicvortex.nl
Javier Zumaeta also lives in Los Angeles and currently plies his trade as a full-time animator in the entertainment industry. He has worked on some top titles, such as “PlayStation All-Stars Battle Royale”. It is his talent which truly brings the world of Bloom to life as he goes beyond simple animations and really communicates the personalities of our cast through motion.
To see more of his work, please visit: http://www.JavAnimation.com
Jay is our behind the scenes programmer keeping everything running smoothly up in Canada. His talents are what tie together the various elements from the rest of the team to create a cohesive experience. He also works closely with Dani on the game design to find technical solutions to artistic vision.
Here are some of the things we can do if we go past our original goal! Every cent goes to making the game better and letting as many people as we can play it! :)
$70,000 – Linux and Android (Ouya) Support on Launch Day!
$90,000 – Expanded World – Bigger and better! This lets us expand the world over 30 percent more than previously planned! More creatures, more secret areas, more everything!
$120,000 - Voice Acting – Get the full experience as we add in voice acting for much of the game!
$150,000 – Ilana’s Chapter – Play as the forest archer Ilana in her stand-alone story line! Learn of her past and unlock new secrets in the main game!
$200,000 – To be announced!
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 - This is always the first challenge with a small indie team. We are dedicated to seeing this game through to completion no matter what happens with this campaign, though having actual resources will mean we can take a little extra time to make sure this is something truly special.
2 ) Game-play Balancing - Making sure game-play is fun, and balanced, and just the right amount of challenge is a tricky business. Our plan to keep engaged with the fans and asking the community to give us plenty of feedback in beta versions of the game so 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 forces us to adjust and keep flexible. So... bring it on unknown, give us your best.
Thanks for reading and all of your support :)
Have a question? If the info above doesn't help, you can ask the project creator directly.
- (45 days)