Fire Emblem-style tactical RPG with modding, custom campaigns, bridge-building, destructible battlefields, and hotseat multiplayer. Read more
This project was successfully funded on April 16, 2013.
And now: stretch goals!
Guys! Something great happened last night: we hit our base funding goal 3 days into the campaign! Seriously, just look at this thing:
That is insanely fast! And just look at all that space we have left! In addition to ensuring that the game will have all of the basic art and music it requires, we still have 9/10 of the campaign's length to focus on stretch goals that will make Telepath Tactics even better.
I'll list the stretch goals in just a second. Before we do, though, in celebration of our achievement, I just want to share this totally awesome piece of fan art sent in by Peter Wartman:
Okay! Now that that's out of my system, here are the top stretch goals, as voted by you, the backers:
- $22,000 - extra character classes with animated sprites. This was easily our most popular stretch goal, attracting 20.8% of the total votes. Reaching this goal means that we'll have more visually distinct class sprites around to use for stuff like unit promotions!
- $28,000 - a dungeon tileset with traps, openable doors, scripted levers and buttons. This one came in second place with 16.2% of the votes. This is a really cool stretch goal because it not only means a bigger variety of tiles, it also means a wider variety of ways that characters can interact with the battlefield, which in turn means bigger mission variety.
- $34,000 - randomized battlefield generation. This was third most popular with 14.5% of the total votes. Procedural level generation is really tricky to pull off well, but it adds a ton of replayability when it is!
- $38,000 - an extra branch in the main campaign. This was the fourth most popular goal with 12.1% of the votes. Reaching the Extra Branch stretch goal means that I will present the player with a significant decision during the campaign that will affect which missions the player gets from that point forward.
- $46,000 - mobile ports. This was our fifth most popular option, garnering 10.4% of the votes. Reaching this means I can afford to have the game's art redone to be easily tappable (and visible on super-high resolution displays like Retina) while porting the engine.
So there we have it, folks. We know what we want: now let's get cracking to make it happen!