by Rei Kagetsuki
Scroll Ninja is a side scrolling action game with unique game-play based on real ninja tools in traditional Japanese art scroll style.
This project's funding goal was not reached on January 18, 2013.
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Use this space to cheer the creator along, ask questions, and talk to your fellow backers. Please remember to be respectful and considerate. Thanks!
@Ben, MJTH, You guys should check the updates, and the comments therein. There is a google+ community as well as a small bit of info about the campaign and its future. Hint: There will be one. :D
Gah, sad that this didn't get completed funding :( I hope you power on with the game, though, and know that if you set up another campaign I am once again behind it!
Hopefully you guys give Kickstarter another try. There is something special about this game that makes it truly interesting. But before you guys make another attempt you need to think about how you can put this project on the map!
I'll be waiting for your next (and hopefully successful) attempt at this!
So sorry that I havent heard about this or seen this earlier. Really like the artstyle and backed right away. Sorry that there's only eight hours left. would have liked to tell my friends about it, but it's really too late to rally the horde I guess.
Looking forward to another run on kickstarter :D
@Raerdor: agreed on all points. We're going to have another go at it and we're getting ready for that. In a way it's good that we failed this time - we've learned a lot.
As for the music all our composers have been swamped, we only have one track so far but it's a little too aggressive. se.noize will be setting up a cross fade demo for our tracks once we have then, like he did here: https://soundcloud.com/dj-se-noize/feel-4-the-origin-crossfade
The game concept seems cool and I'd like to play it! I'm glad you tried again, although it doesn't look like you might make your goal this time.
Some ideas for the video that might help next time in raising appeal across more people:
1) What attracted my attention was the Japanese art style. Talking a little bit about the history behind it and showing how Jun makes it would appeal to those like me.
2) Let's assume I like the idea of authentic ninja weapons and tools, but know very little about it. Introduce a few and show how it works in the game. The grappling hook works well, but it reminds me of Capsized. Show a little of what else a player can do and what makes this game more unique besides the art. Can you distract enemies so they look the other way and don't see you, allowing you to get close or get past? This sort of thing focuses on the gameplay and appeals to those who are looking for something new in that regard.
3) Talking a little more about the story would appeal to those who focus on such. Is this based loosely on a legend? Is our ninja just looking for vengeance, or might he uncover that there may be someone alive to rescue?
4) Grabbing people's attention early in the video with some of the game music would be a nice touch (plus I'd love to see what you do with it, as it's prominent in the rewards).
I think if you had lengthened the video by including some of the things above, it wouldn't have hurt at all.
Anyways, good luck!
I meant Reddit.
Come on Kickstarter.... where's mah edit button
Well, 'Rock, Paper, Shotgun' is probably a good place to start.
And start posting on Rediit if you haven't already.
@maddoxman Actually I didn't even know about any of them. Thanks for the heads up, I'll contact them within the next few days (Iwakawa should have enemies in the demo by the end of the week).
If you know of any good blogs I may have missed I'd love to hear about them too. I'm not so up to speed on media outside of Japan.
Have you tried contacting any of the big Youtubers?
TotalBiscuit, Yogscast, Jesse Cox, CaptainSparklez, Pewdiepie, etc?
They have huge fanbases.
*We have not had a response from the news site that asked us for an interview.
@Ryan Huff we've been contacting blogs and news sites and thus far have been pretty much ignored. One game news site has approached us and asked for an interview (I won't name them now in case they wouldn't want me to).
The other problem is the timing. We were set up to release the project just before the US Thanks Giving but had an issue with Amazon Payments, and now that new years has passed people will be ending their vacations and going back to work.
This time at least we have a good Plan B, but hopefully we won't have to use it.
In the mean time don't forget to tell your friends. We should have a better demo complete with attacking and enemies out some time next week - maybe that will give us the last needed kick.
I can't believe this is not exploding. I'm going to do a short online piece and see if I can drag some traffic to this. Anybody have an idea on how to get this all over the internet? Because this project is too awesome to not be funded already!!
Come on in everybody, the waters fine!!!!
Even a donation of $1 is a very good thing.
More backers means this project will appear higher in the rankings, meaning
more people will see it, which means more potential backers!
Good luck! I would really like to see this project funded this time, I really love the vision.
Merry Christmas! This project looking good so far, hope you get to your full funding goal!
@Rei, sounds like you guys have it down. Thanks for the quick response. :) Can't wait to see this funded.
Absolutely. Our primary sound creator se.noize is also left handed. So not only can you expect rebind-able keys and controllers you can also expect per-configured and play-tested left handed setups.
Will be the keys be re-bindable?
As I am left handed WASD is severely inconvenient.
We'll be addressing control schemes in an update some time this week. For PC we were really considering a control scheme similar to Abuse or Soldat where you use the WASD keys for movement and surrounding keys for various other tasks while the mouse moves the cursor around. The cursor is your focal point for attacks, grappling lines, etc. so having the control of the mouse or the ability to touch a point on the screen works well.
For controllers we were considering how to best implement this. Our current idea is to use the dual analog sticks, the left for movement the right for aiming - but aiming as in absolute position, so if you flick the right stick to the right the cursor will move to the right and if you take your hand off the stick the cursor will fall back and centre on you (attacks and grappling lines will then fire directly where your are facing). Sorry if that's a little hard to understand, we'll have illustrations of this up soon.
If you have another idea that you think is better for control we would love to hear it.
Couple questions, will controller support be implemented for desktop (PC) at some point? It's mentioned that controller setups for Android and Ouya will be implemented, but not so for desktop. It may be nice to be able to use an Xbox controller with this game if so.
Also in the Alpha, and I realize this is an early build, it was disorienting to not have a visual difference in the layers you could grapple/run on; IE part of the tree is available to run on, while similarly painted layers are not. Will a noticeable difference in physically interactive layers be changed in the final version? Either way I'm all in on this one, but any response or further detail will be appreciated.