Onagro Studios invites you to embark in its new adventure full of magic, mysteries and an itsy-bitsy of Game Boy love!
Möira is an action platformer inspired by the early days of Nintendo’s iconic handheld. Influenced by games such as Kirby’s Dream Land, Kid Dracula, Megaman and Wonder Boy, Möira takes the good, memorable things from these titles and brings them to the XXI century in a new way — as it draws insights from recent games too.
We have put together a demo version of the game for you! We invite you to play it, and if you like it, consider supporting us!
Play Möira demo on Itch.io
Our project has already been approved in Steam Greenlight, so it will be available for sale there as soon as it is launched. Möira is going to be initially released for Windows, Mac and Linux.
Also, we're currently using Scirra's Construct2! It's an awesome game engine which our team members are very familiar with. Make sure to check out their homepage.
Möira is an action-platformer game with collectibles, puzzles and exploration elements. Möira is also a story driven game, so its levels will contain more than just enemies and a goal at the end. During the course of the game, the player will encounter many NPCs that will help Rubick on his quests, puzzles that use powers learned throughout the game and secret areas that can lead to hidden items.
In Möira, you’ll be able to explore the kingdoms presented in the story, every single one of them with its unique characters, enemies and bosses. The different environments will also come with new mechanics.
Rubick’s power, Mimic, is one of Möira’s core gameplay features. With Mimic, players will be able to copy the ability of many different foes throughout the game and use it against them. The abilities that are copied will be the key to solve puzzles inside the levels.
By acquiring each new power in the game, players will be able to combine these abilities to create new ones. This can be done inside the game menu by merging two different spells. The order of the combination also matters. For example, choosing to combine Beam + Sword results in Beamerang — a magic boomerang that bounces off surfaces. However, by picking the Sword before the Beam means that the player will acquire the Magic Sword.
These complex abilities are also indispensable to complete the game, so we suggest that you try all possible combinations for a more fruitful experience.
Möira’s battle system is a mix of a fast-paced combat and strategic thinking. Each enemy has its own patterns, weaknesses, resistances and immunities. Besides that, each power that the player has also possesses its own attribute. With this mechanic, confronting enemies in Möira will be a bit more complex than just hitting them with whatever you have currently equipped.
Möira’s level design and exploration methods will be guided by modern platformer conventions. In a larger scale, powers that are only obtained late in the game will be fundamental to access blocked areas on the first kingdoms of Möira — which is crucial to reach 100% completion.
Each level in Möira contains a nonlinear design, which means that solving puzzles and collecting items are also tasks to be completed by means of exploration. We chose this line of thinking to stimulate the player to discover all the details in each world, as we were inspired by classics and modern games in the genre, such as Cave Story, Super Metroid and Ori and the Blind Forest.
The kingdom of Anemos has been well-known for centuries for its great wizards and sorcerers. Anemos’ reference in magic is Zeppeli, the High Wizard. His contribution to the magic world was enormous, until one day he vanished without a trace.
To find out what happened to Zeppeli, the player incarnates Rubick, his young and not-so-talented pupil. Along the way, Rubick will get to know different people and learn new abilities in order to uncover pieces about a dark truth related to his master’s disappearance.
Möira’s world is inspired by greek mythology and real ancient greek civilizations. In addition to this influence, the game also features a wide variety of cultures and video game tropes of the early Game Boy era. The kingdoms the player will visit in Möira are:
Anemos, the Kingdom of Light Magic
Photia, the Kingdom of Nature
Geh, the Kingdom of Dark Magic
Dynamis, the Kingdom of the Unknown
Every kingdom has its own characteristics and can easily be told apart from one another. One of the definitions of the word “Möira” is destiny or fate; “Möira” is also the name of the world itself, named after the mother of all life.
Rubick is the son of Mello and Elise, two famous old adventurers from Anemos. He longs to become the best mage of all despite being the current student with the worst grades at the Mage School of Ouranos. Since Rubick can't even properly use magic on his own, he relies on copying people's and monster's abilities. This power is called Mimic, a spell taught to him by Zeppeli himself. By means of his unique, yet rough wizardry, Rubick sets off to discover the world of Möira in an adventure that we all learned to love with our thumbs and a green screen.
Ashley is one of Rubick's best friends. She is the most popular student at the Mage School of Ouranos and she also has the best overall grades there. Her magical broom is almost always alongside her, which she uses to travel around the kingdom faster.
Nico is Rubick's partner in trouble. Despite being 3 years younger than Rubick, Nico is at the same grade as him. Being a prodigy in the way of magic is not for anyone!
Anaxagoras is a corrupted Dynamian who wishes to control the world with his newly acquired power. He was once a Dynamian Sage, a servant of the King of Dynamis. While traveling between different dimensions, he found a powerful weapon that could alter the color properties of anything it touched. He called this weapon Chroma. Amazed by the power that he had discovered, Anaxagoras decides to transform the world of Möira into his own egotistical view.
* The designs above are mockups and are subject to change. All of them will feature original art.
** This mockup is for the PC version.
* The designs above are mockups and are subject to change. All of them will feature original art.
** For the t-shirt and poster we're considering make them a huge group illustration featuring all essential characters from the game.
Brazilian illustrator Ricardo Yoshio Okama Tokumoto, a.k.a Ryot, is making an exclusive one-shot for our campaign rewards. Check out his work at Ryotiras!
Ryot, was born in 1986 in Limeira, in the countryside of São Paulo. He moved to Belo Horizonte in 2006 to study Fine Arts at UFMG and got a bachelor degree in Film Animation. He created ryotiras.com in 2007, and also makes comics for MAD magazine and other publications. He is also part of a collective publisher, Pandemônio, and also works as an ilustrator.
Onagro Studios is a brazilian independent studio started in 2013 by Gabriel Amoedo. Our team members are passionate game lovers who are dedicated to bring to life new games with retro aesthetics and a modern approach at the same time.
Möira is the first commercial project we’ve been working on as a team. It went to Kickstarter in 2014, with a different and smaller team, but it didn’t reach the goal. Since this new team started working on the renewed Möira on March 2015, the game has been completely remade.
Everyone in our team wears more than one hat in the development of the game, however, this list represents the member’s primary responsibilities:
Gabriel Amoedo (@piuzera_) - Game Design and Story
Gabriel Amoedo is a game designer and jack of all trades. He has previously worked on Tokyo 1923 and Ultra Type-R.
Victor Fonseca Leão (@pxloto) - Art, Game Design, Level Design
Victor Leão is an illustrator, animator and organizer of the indie game event MIND, which takes place in Belo Horizonte. He has worked on Tokyo 1923, fateOS and Robotto Western.
Luiz Henrique Gama (@luizhgama) - Programming, Game Design, Level Design
Game Developer and Software Engineer for 13 years, worked on Deer Hunter 2004, Deer Hunter 2005, GameGol and Ultimate Soccer manager (Golaço) on Facebook and a few other games and prototypes.
Thommaz Kauffmann (@thommaz) - Music, Sfx and Level Design
Thommaz Kauffmann is a freelance composer and sometimes acts as a programmer when he wants to develop a certain game. His most known work is the soundtrack for Oniken, released by Joymasher on 2012.
Luiz Roveran (@LuizRoveran) - Music, Sfx and PR
Luiz Roveran is a composer, instrumentalist and writer. His musical works premiered at renowned congresses and concert halls in Sao Paulo, such as the CCSP. Besides that, he has worked on the games Tokyo 1923 (music and story) and fateOS (story). Nowadays, he writes for the Brazilian websites Pulo Duplo and GameBlast, but has worked as a freelancer for Kill Screen.
The members of Onagro Studios were involved in many different projects in the past, such as:
- Tokyo 1923 (Read about it on Rock, Paper, Shotgun and KillScreen)
- fateOS (Read about it on KillScreen and PC Gamer)
- Robotto Western
- Ultra Type-R
- Imagine: Wedding Designer (PC Prototype)
- Football Tigers
- Deer Hunter 2004
- Deer Hunter 2005
Our Kickstarter marketing is being made by Zueira Digital, a brazilian video game publisher focused on bringing the best games developed in Brazil to the hands of gamers around the world. Check out their work at Zueira Digital.
Ever since our project started back in March 2015, we have worked on our own computers and payed the expenses of licenses, office rent and junk food from our own pockets. We work as freelancers in other games and projects in order to keep our indie development running.
We need funding to allow us to dedicate more work hours on this game and pay for our daily expenses, without having to rely so much on freelance work. This way we will be able to really concentrate on the project and make a much better game for you.
The purpose of this campaign is also to build a community around the game. We want create a great game, and the social spread and the feedback that will come from people playing the demo and the future betas will help us build a better game for you.
The following graph shows the budget breakdown for this campaign:
Risks and challenges
The greatest risk of any Kickstarter project is that the product will not be released, in case the campaign doesn't meet its goal.
Möira is Onagro Studios' first big commercial project. We are commited to finishing Möira, and we have already invested a lot of our own time and money to build it. We have a team with the experience to make it happen, and a solid demo with the game's main mechanics worked out.
We are working to ensure the game gets finished and launched. With your support, we can make sure that happens in a timely manner, and without delaying it or deviating our attention from the game to make a living.
The logistics off delivering the physical editions of the game are complex, but we have done our homework. We have planned and quoted all physical rewards and shipping, to make sure we can deliver the rewards with the same quality we want to deliver the digital game.Learn about accountability on Kickstarter
- (35 days)