Many kickstarters offer a lot of exciting rewards cheaply, because they don’t really need the money for development - they treat Kickstarter as a cheap marketing platform. We cannot afford that. Underselling, overpromising and offering physical goods are all a liability for many Kickstarters, and we want to be secure and realistic in everything we offer.
A custom engine involves more initial work to set up than using the likes of Unity, but in the long-term produces a hosts of benefits. It gives us more flexibility to make changes specific to the project, and in particular makes procedural generation techniques much easier to develop. It also makes us less dependent on an engine service that can lose support or change ownership in future.
Firstly, we want Jupiter Hell to look amazing. Secondly, we think there are a class of gamers out there who have never tried a traditional roguelike, potentially being turned off by basic graphics or intimidating interfaces. The likes of the new X-COM games have shown that with more modern looks you can pull in bigger audiences and get them hooked on more engaging mechanics than most popular games offer. Jupiter Hell could be the game to get a new generation hooked into this awesome and underappreciated genre.
This is an ambitious project, especially with the sound and visuals required to make a really mind-blowing game. This money is needed to properly fund dedicated and professional staff to work solidly on Jupiter Hell, whilst also providing contingency to fund us through any potential setbacks. We have seen too many underfunded projects struggle to achieve their overpromised aims - this level of funding will let us avoid that pitfall.
No. (Those games are awesome, mind!) It shared the same top-down perspective, but the gameplay is very different - it's turn-based, tactical, relying on clever decision making rather than twitch shooting.
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