We're a small indie team from Canada and have spent all of our available resources towards making this game possible; With the positive feedback we've heard from those who've watched the game grow over time we felt ready to bring the project to Kickstarter and make Insanity’s Blade into a truly awesome experience and tribute to the golden games of old.
Below, we have provided a link to the windows demo of the game! Note that the game is still very much in beta and that there will be minor bugs and missing sounds, etc.
The instructions are contained within the zip files. You may use a control pad to play the game!
Pick you flavor here:
The funds from this Kickstarter campaign will be used solely to improve Insanity’s Blade by adding new features to the game and through reaching stretch goals like porting to consoles and possibly the mobile market.
Your support will also help cover a great number of costs in development including:
Legal and licensing fees
Costs for entering Indie marketplaces
- Promotion and marketing materials
The Chronicles of Thurstan is the first in a series of games based around the journey of a sword possessed by a fathers powerful grief and hatred. This first game is the tale of the swords creation.
- A blend of action, platforming and rpg elements with a classic 8-bit style
- Battle through the 18 stages filled with unique enemies and environments
- Scale buildings and caves with Thurstan’s wall scaling and jumping abilities
- A fully original soundtrack that’s also playable on real NES hardware (VRC6 based)
- Cutscenes between chapters to tell the story of Insanity’s Blade
- Get upgrades at the store between stages
- Weapons system improvements and upgrades as you progress lead to unique combat mechanics
- Fight alongside an AI driven sidekick who joins your quest
Adapted from the Insanity’s Blade graphic novel written by Chris and as featured on the now-defunct WTFmag.ca
Designed to closely match the capabilities of the original NES hardware, without the flicker and slow-downs!
Christopher Obritsch – A father, long time creative director of web and print, and award nominated indie game developer, game collector and player of both classics and current. Chris is the creator, lead developer, artist and back up musician for Insanity’s Blade.
Daven Bigelow – A published author on game development, and university student. He’s an avid player, collector, and maker of games. Daven bounces ideas around with Chris and helps eradicate bugs/codes new features.
Below you can stream the Insanity’s Blade EP, a selection of tracks from the soundtrack, which will be immediately available to download for free to anyone who is kind to pledge $10 or more, and help us get closer to turning our dream to reality.
We are trying to keep the costs as low as possible! Our goal of $6,000 will help ensure that we will be able to cover our legal fees and licensing fees for other platforms, getting Steam Green Lit, as well as pay for the game musicians and promotion materials. We also considered the deductions that Kickstarter and taxes will take in our budget.
- Legal fees: Incorporating ~$900
- Musicians: $1000 Split by amount of songs each musician composes
- Promotion: $1000+ to pay promotion specialist for doing Blogs, Twitter, Facebook and webpage updates constantly.
- Unity Licence: $1000 to port to mobile and console
- Unity developer: $2000 to code the mobile and console versions.
Risks and challenges
With any project, there will always be risks and challenges. We are going to list some major risks involved and explain how we plan to conquer/overcome them.
Game creation is a challenging process. It takes tons of dedication, time, and energy.
Causal Bit Games is a small indie team composed of 2 members, with one member doing the art and the programming, and even some of the music.
We face the challenge of time, for testing especially, but have been able to do great so far in meeting our proximal goals. Other than this, we have created a solid workflow, creating an optimal experience within game play, utilizing all of our resources and creating a strong working team relationship.
Finding original and fitting music for all of the levels is also a very challenging aspect, which is why with enough funding we will have greater ability to get the music we need, by having musicians compose the right soundtrack from scratch.
Another risk of game development are delays, which are a natural process of game development. Reasons for possible delays include adding additional content for players to enjoy, fixing unexpected bugs, porting issues, hardware failure and loss of digital assets, and more. We have backup hard drives, online storage accounts, and other protective measures to lessen the chance of delays, excluding the process of adding additional content for players to enjoy.
We have been putting all of our efforts to bring you the ultimate 8-bit experience, and will ensure to give it our all to make this a game you will enjoy, and possibly play again and again… and again!
If you have any questions or concerns please drop a comment or email Chris (Founder) at firstname.lastname@example.orgLearn about accountability on Kickstarter
Yes. The Mac and Linux versions run off of the same code as the pc version. A Mac made no later than 2010 with an up to date OS would be best for optimum performance.
If we reach our original goal then yes. I wish to have a Unity build made of the game for everything aside of PC/Mac/Linux. Older devices do not handle the game code so well as it is HTML5. I would prefer for everyone to have the same experience on every device or as close as possible to the same experience if possible.
If we reach our original goal then yes. I wish to have a Unity build made of the game for everything aside of PC/Mac/Linux. There is no support for our code to be ported to consoles/handheld devices as of yet, therefore we must have the Unity version built.
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