Frequently Asked Questions
We would love nothing more than to bring Volgarr the Viking to other platforms such as OUYA, XBLA/PSN (any publishers out there?), 3DS e-shop, Mac, and Linux! However, we need to concentrate on completing our lead sku for Win PC first. After Volgarr the Viking is on the market we can look into bringing it where ever the fans may want it, should there be sufficient demand, and the means to do so! We are especially big fans of OUYA and were developer level backers of that project, we wish them the best of luck!Last updated:
In order shown:
* Minebot Arena [Windows PC] - Taron as sole developer
* X-Men: Mutant Reign [Jakks Pacific 5-in-1 TV Games] - Kris as Lead Artist, Taron as Lead Programmer
* Spider-Man: Web of Shadows [DS] - Taron as Gameplay Programmer and Combat/Controls Designer
* The Legend of Spyro: The Eternal Night [GBA] - Kris as Lead Artist, Taron as Gameplay Programmer and Combat/Controls Designer
* Assassin's Creed 2: Discovery [DS/iOS] - Kris as Designer, Taron as Lead Gameplay Programmer
* Spider-Man: Shattered Dimensions [DS] - Taron as Lead Programmer and Combat/Controls Designer
* Shinobi [3DS] - Kris as Lead Designer and Taron as Lead Gameplay Programmer
Despite what it may look like from the above Kris is actually the more experienced developer of the two with almost twice as many projects under his belt - Taron just made the more recent ones particularly awesome ;).Last updated:
It doesn't. The original funding goal is just the small extra amount we needed to finish the game. This project is mostly funded from our own pockets, we are sinking over $135k ourselves from savings and selling personal belongings - but we did the math and know it isn't enough to get us to completion. We are actually asking for ~$30k (after kickstarter expenses) to more than double the content of a game costing ~$150k to make (which is still quite cheap for a video game).
Also, we decided to go for a single high stretch goal for now because we feel this feature will add a lot to the game without risk of ruining it in the process. Almost every other idea we've come up with or had suggested could potentially be a detriment to the game's carefully crafted feature set.
For example, past experience has shown that having sections of the game with alternate mechanics (different controls) to "break things up" can horrifically backfire, leading to frustrated players that turn off the game when forced to get through a style of gameplay they don't care for and didn't want. Adding new gear, abilities, collectables, or core mechanics can cause the game to become both too easy and too complicated; adding more levels (that aren't on a separate path) can make a play-through feel long and tedious; and having too many enemies and hazards can make it more frustrating than fun to learn and master every element of the game.
This Stretch Goal should not delay the release of the game.Last updated:
Absolutely, the footage shown is one of the few test levels we use to ensure all of our core mechanics are rock solid before real level designs are made. The background art shown in the video and in current screen shots is exploratory and placeholder as a test that our multi-layered BG technology and effects work correctly prior to spending weeks on final tile art.Last updated:
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