A combination of rhythm and racing genres, in Flight of Light, you fly on rails along a rollcercoaster-style track, moving from side to side in order to hit coloured "notes" coming towards you in time to the music.
The closer you are to a perfect hit, the faster your speed boost and more points you get! Can be played as either single player or local multiplayer, in campaign mode or multi-race competitions.
You can now download the demo of Flight of Light for PC. It features the first level, plus both score and race modes, single and local multiplayer! Windows, Mac and Linux (untested) versions available
Each level has its own unique setting and accompanying music. Levels are grouped into planets or worlds with a similar theme. For the first planet, players begin by racing around the floating forest islands high in the stratosphere. In the next level, players weave through the ravines between large land masses close to the surface. And in the final level of the world, they shoot through subterranean caves and tunnels
The game is already functionally complete, with two of the planned nine levels already made and a third in the works. By end of November 2016, the plan is to have built the remaining six levels, whilst simultaneously having the musicians compose the game's accompanying soundtrack.
I also hope to have the game's menus and UI constructed by then, so that the beta version can be given to backers to help test and fine-tune the game prior to launch.
The remaining time until release will then be used to ensure the game is compliant with various platform holder's requirements, as well as adding in platform-specific features (leaderboards, achievements etc).
I've brought Flight of Light as far as I can given my own skills as a programmer, and using my savings and contract work to fund the art. However the music has a few specific requirements that make using off-the-shelf library music difficult to impossible.
I strongly believe in paying artists for their hard work, and not taking advantage of them by promising "exposure" or meager profit-share arrangements. That's why the money I'm aiming to raise with this campaign will be spent not on myself, but on the musicians.
Should the campaign not succeed, it'll be difficult to see how the game can be completed. Certainly it will mean long delays and maybe even dropping some platforms, notably Wii U™. That would be a real shame, given the history and origins of the game.
Equally, should the campaign exceed its target, there's lots of opportunity to offer more physical rewards, as well as more levels and music for the game itself. Details of that will be announced if/when that stage is reached.
Risks and challenges
The game will have to pass through Steam greenlight and later on, console certification. Having previously put two games through Wii U™ certification (lotcheck), I know how easy it is for unexpected issues to creep up and cause delays.
That said, the core game is complete and the fundamentals of the game are solid, so I'm confident that any problems will be more working through details than show-stoppers.
Additionally, there is a chance that should something happen to me personally (such as falling ill), there may be a delay.Learn about accountability on Kickstarter
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