Keep in mind that this demo is from very early in development and things are subject to change a lot.
Festival of Magic is a throwback to the classic Japanese RPGs of yore, but puts a spin on the formula by fusing harvesting with turn-based combat.
In the game you join Amon, a desert scavenger, and his reluctant companion Gnart, as they unravel the ancient mysteries of Umbra - a world that has stopped spinning and is now divided by the forces of technology and magic.
The game combines turn-based combat and farming gameplay with exploration and puzzle-packed quests. Grow spuds, tend barnacles and use your harvest as powerful ammunition and spells; load your weapons, team up your companions and get ready for a grand adventure!
We would love to know what parts of the game you like and if there are elements or mechanics you think we should implement or remove. Tell us on our forum or facebook.
We submitted the game on Steam Greenlight in mid October and it was greenlit in only 14 days!
An engaging story with great characters is essential to make Festival of Magic a truly memorable game. To write it, we have paired award winning comic book writer Magnus Aspli, with story artist Jorgen Klubien, known for his amazing work on animated movies such as Nightmare Before Christmas, Lion King, Cars and most recently Frankenweenie.
Festival of Magic begins with a young treasure hunter named Amon, who is summoned to a mysterious village island to help the sorceress Olia find her town’s missing botanist. When returning from the rescue operation the Village is ambushed by a powerful warlock who drains Olia’s magical powers - leaving her lifeless.
Together with Olia’s assistant Gnart, Amon must track down the warlock’s army while also helping rebuild Olia’s village and hopefully bring Olia back to life.
As the story unfolds new party members will join your adventure, like the impertinent pilot Ive, her stormdog Taika and the noble tank/knight Bryn. The different personalities of the characters will not only bring heart and humour to the adventure, but also be closely linked to the world and fuse the narrative with intriguing twists and turns.
The different personalities of the main characters will make for some interesting and often humorous dialog and reveal new layers of the narrative.
All of this takes place on Umbra, a once peaceful realm where magic and technology existed in perfect harmony. The planet used to have a core clockwork powered by Magicians, and an order of Engineers to maintain it. These two fractions, called the Order, kept the world in balance.
But a mythical clan called the Valvur corrupted the Order and conflict erupted between the Engineers and Magicians. The Valvur convinced the Engineers to build a machine that would give them infinite energy and free them from the Magicians. The Engineers followed the Valvur's plan and constructed a massive machine, while the Magicians were expelled from the Order's council. Peace was broken and the world divided.
Seasons froze to a standstill, covering one continent in eternal ice and snow while transforming another into scourging deserts. The magical energy was no longer contained and engulfed the planet, causing plants and creatures throughout the lands to transform into strange beings and wicked monsters.
During the scourge of the treacherous machine, the Valvur remained hidden. With half of Umbra in constant darkness, the Valvur could now begin their world domination. This is the magical and dangerous world you enter in Festival of Magic!
Festival of Magic’s battle system goes back to the roots of the genre with its no-nonsense turn based combat, but there are several refreshing twists to the formula. One is the pairing system. Instead of separate characters, your party is made up of pairs where each pair is composed of a warrior and a protector type character.
The warrior uses consumables such as ammo and items, while the protector can perform spells like healing and shields. Instead of standard magic points, spells cost Support Points, which build up when the pair receives damage.
Choosing your warrior and protector combinations is key to finding the right tactics. Special pair actions and character stats change according to the pairings and will greatly affect the way you play in combat.
As players get hold of more consumable types, the ability to chain elemental effects will encourage the player to have a good variety of ammo at their disposal...
One of the unique aspects of Festival of Magic is Plumpet Island, which functions as your very own home village. Here you can perform key activities like farming consumables and managing your character progression. Players will be able to check in on their farm using portals found in all the towns and dungeons.
While your Village starts off pretty bare-boned you will get new shops and items throughout the game which adds new mechanics like potion brewing, barnacle care and weapon upgrades.
Combat, farming and character progression is tightly linked in Festival of Magic. So when you are on the Island tending to your village, what comes out of the earth and from your Barnacles is literally the magical ammunition and consumables you need in combat.
Plumpet Island is a peculiar volcanic island located in Nevad. It has a unique soil full of magical energy. With the right gardening skills it is possible to grow plants with magical attributes. To protect this valuable, but fragile source of magic it was guarded by a powerful sorceress named Olia who lived on the island. Plumpet Island functions as the player’s hub throughout the game.
You begin the game playing as Amon, but a bit further into the game Ive will join your team. After that you can choose Ive as main character if you like.
Our initial goal of $250 000 is the minimum we need to deliver a great game, but we feel there is so much more we want to have in our game to make it a truly unique and classical experience. That is why everything we get beyond our initial funding goal will be put right back into Festival of Magic to help us stretch just a little bit further.
These are the first stretch goals we want to achieve past our initial milestone. We will announce further stretch goals if and when we manage to complete the lower tiers.
Addons can be added to almost all reward tiers. The addon is available from the reward tier stated and all higher (more expensive) tiers.
To add an addon you just pledge normally and select the reward tier you want, then add the price of the addon to your pledge.
Example: If you have pledged at the CHERBY LOVE tier ($25) and also want a WIIU copy of the game, you add $20 to that pledge for a total of $45 but stay on the same reward tier.
Some addons can be added multiple times up to a certain limit. By adding the same price multiple times to your pledge, you will get an equally multiple amount of the addon added to your reward.
Example: If you have pledged at the CHERBY LOVE tier ($25) but want 2 more copies of the Steam version to give to friends, you add $15 two times to your current pledge for a total of $55. Again, you do not have to change reward tier.
If you have any questions do not hesitate to ask! We are more than happy to help.
Based on our experience with the Unity Engine, the choice is easy. Its flexibility, ease of use, and the quick turnaround on development means less barriers between creators and creation. The engine allows us to build the game for multiple platforms without having to spend a huge resources towards each platform.
We have also enhanced the Audio system by using the Tazman audio Plugin called Fabric.
For enhanced visual quality and high rendering performance we use Skyshop's shader system called Marmoset.
We are currently planning release on PC/Mac/Linux first, then Wii U. Hopefully we will get a chance to put the game on Xbox One and PS4 as well.
In September we showed an early alpha version to gamers for the first time at PAX Prime in Seattle. The awesome feedback we received there along with the overwhelmingly positive response as Festival of Magic breezed through Steam Greenlight, gave us the guts to go for this Kickstarter.
We’ve already come a long way making the underlying mechanics and tools we need to create the world, puzzles and story. We are confident that we have a great team and the know-how to pull this off.
Now we need your help to keep the production on track, so we can complete the story and world we’ve dreamt up for you!
The team here at Snowcastle sincerely hopes you will pledge to support us through this Kickstarter campaign and promise in return to give you a truly great game experience.
The biggest challenge in front of us is getting the remaining funding to complete the game. That is why you find us here on Kickstarter. Getting sufficient funds without losing control of the company, and thereby the creative control of the project, is the second biggest hurdle.
We have currently spent over $1M and will need a little short of $900k to complete the game. $250k we hope to get from all of you through Kickstarter, another $50k will come from the Norwegian Film Fund provided the Kickstarter is successful. Finally, the remaining $600k will have to come from stretch goals, pre-orders on Steam and finally, if we have to, from investors.
If the two main challenges are overcome, keeping the deadline for launch requires hiring at least one additional programmer and a game designer. This is something we have budgeted with in order to maintain the production schedule.
If we don't find those two people in time, we will still complete the game, but it will take longer.
We started SnowCastle back in 2009 with the original team based in Oslo, Norway, but additional team members are now spread from Oslo to Texas, California and Vancouver. Our first original game, "Hogworld" was an interactive children's story driven by classical game mechanics. Hogworld received critical acclaim and a number of awards, including a place on Apple’s Best of 2011 list in the iOS App Store.
As we finished Hogworld, we sat down and discussed what our next big project should be. It was clear that we all dreamt of making the kind of bold, colorful and charming adventure games we grew up playing.
Festival of Magic is by far our biggest production yet. We have spent over a year developing it with our own savings, as well as Nordic and Norwegian game grants. We have financed and spent half of the budget up to now, and with your help we will get to the point where we can get the remaining funds from investors.
Risks and challenges
The risks has been mentioned above in the Risks and challenge section.
We absolutely want to release our games for both the PS4 and XBox One as well. As soon as we know if we have been accepted as a developer or not we will post an update about it and add new reward tiers for the respective consoles.
Thank you for your pledge! We invite you to our forums where you get a place to speculate about the game, offer suggestions, and interact with the development team. + An exclusive awesome KICKSTARTER BACKER BADGE on your forum profile + Digital hi-res concept art painted by our award-winning artist Fridtjof L. Olsen.
SLIGHTLY EARLY BIRD: Previous Unlimited reward + You will receive a Digital Copy of Festival of Magic for PC/Mac/Linux through Steam. This tier is only available for slightly early backers!
Limited: 0 of 5000
ALPHA WOLF: All previous unlimited rewards + Apha version of Festival of Magic and access to the Alpha Forum where you can help us with testing the game very early in the development. You will also be credited as Alpha Tester.
OBJECT DESIGNER: All previous unlimited rewards + Design an object within the game together with our designers. Be it a huge statue or a small vase. Whatever you like, as long as it fits the world of FoM. You don't need drawing skills as long as you can explain to us what you have in mind. Anyone playing Festival of Magic will be able to see your design. You will be credited under Additional Design.
PLANT DESIGNER: All previous unlimited rewards + Design a plant for the Harvesting Gameplay together with our designers. Whatever you like, as long as it fits the world of FoM. You don't need drawing skills as long as you can explain to us what you have in mind. Anyone playing Festival of Magic will be able to plant your plant and harvest the fruits. You will be credited under Additional Plant Designer.
ZOO KEEPER: All previous unlimited rewards + Work together with our designers to come up with the initial concept for an enemy creature and its abilities and stats. You will be credited under Additional Creature Designer.
GEEK TRAINING: All previous unlimited rewards + You will get exclusive mentoring in Unity and C# from our Game Programmer Eivind. He can help you with anything from the structure of your game or how to optimize to specific code implementation or editor tools. Limited to one hour skype sessions once a week. For a total of 10 hours.
WARRIOR: All previous unlimited rewards + An invite to a dinner with us in San Francisco during GDC 2014, to spend an evening with the developers. + Credited as Executive Producer + a limited edition 3D figure of either Ive or Amon.
(Travel and accommodation not included).
HERO: All previous unlimited rewards + Invite to our launch party in Oslo, Norway. Spend a day with the developers, visiting our studio and get insight to our development process. Dinner is of course on us. + Credited as Ultra Executive Producer at the opening sequence of the game + a limited edition 3D figure of either Ive or Amon. (Travel and accommodation not included).