Try the Alpha Yourself!
The World of Triomancer:
In the world of Triomancer, magic is a rare gift. Those blessed with the ability to bend reality are immediately shipped off to a special school for young wizards, where they are taught to harness their power and use it for the good of the world.
That's the idea, anyway. In actuality, you tell a bunch of young people they have the power to tear the earth asunder, shenanigans are sure to follow. Our heroes are no different.
Three young wizards named Red, Green, and Blue (color-coded for your convenience!) have utterly demolished all attempts at institutionalized learning. Course syllabi, No. 1 quills, and instructors have all been frozen in time, shoved out of windows, and set on fire. Frantic instructors (still smelling slightly of char) petitioned the Council for immediate action - they simply could not put up with the continued abuse.
In all fairness, the trio are not conducting these acts of rebellion out of spite. Blue hardly knows his own power. Red merely likes to watch things burn. Green....okay, Green is pretty spiteful and holds grudges for a long time. So for the most part, there's no spite involved.
To fully understand the story of Triomancer, it's necessary to introduce one other person. The Archmage had studied the ways of magic for many, many years, and was a master of its various disciplines. He had built for himself a magnificent castle in the countryside, within which he could continue to "study the arcane arts in solitude" - or so he told his colleagues. In reality, he mostly devoted his time to seducing young women with magic and drinking vast quantities of alcohol.
The Archmage was therefore quite put out when one day, a trio of young wizards showed up at his doorstep. Sent by the Council, the three were, of course, our protagonists.
Despite numerous threats, repeated pleading, three attempts at legal action, and one unfortunate incident involving a fireball in a crowded boardroom, the Archmage found himself stuck with the young trio. The situation seemed hopeless. The Archmage had never been a very good instructor, and the three young mages seemed hell-bent on wreaking havoc every chance they got. It should be noted that the three tell quite a different story. While yes, they played their share of pranks (only natural for young men), the three had found the castle (and master) in quite appalling condition, taking it upon themselves to clean things up for him. This included chasing off the young women ("Country harlots! What are they thinking, disturbing the master?") and destroying the master's private reserves ("Ugh! What foul demon concealed this - this toxin in the master's study?!")
The Archmage could not allow the situation to continue. Something had to be done, but despite numerous failed attempts to murder the young trio ("Ha ha, that was a good one, master! You nearly burned me to a crisp, there!") they yet remained. And that is where our story begins....
Triomancer blends puzzle-solving and platforming, with a unique twist. The player controls one of three apprentice wizards (an ethermancer, telemancer, and chronomancer, respectively known as Red, Green, and Blue) and may swap at any time as required by a given situation. For instance, the player may be using Red to burn through swathes of enemies, when he is suddenly confounded by a metal grate that is resistant to his heat and cold-based attacks. Enter Green, who is able to simply knock the grate out with his telekinetic prowess, or perhaps Blue, who can rust away the metal screws. The overarching goal of Triomancer is to present multiple solutions to each puzzle while still providing challenges to the player.
Over the course of Triomancer, the player unlocks new and powerful abilities that can be used to defeat his enemies and solve more complex puzzles. For instance, later in the game Blue unlocks a devastating Time Stop, which freezes enemies and objects in place for a few precious moments. This ability is useful both in combat and in puzzles, for obvious reasons. One of the primary goals for the game is to allow each and every ability to have combat and non-combat applications, so that each ability stays useful throughout the course of the game.
We're asking for $5000 to fund Triomancer. Where does that money go?
- Approximately half of whatever we make ($2500 at our minimum funding goal) goes into 'Kickstarter Fees', which includes production and shipping of rewards as well as fees paid directly to Kickstarter and Amazon Payments.
- $1500 goes into legal fees associated with copyrighting the project identity
- $1000 goes into software licensing fees
As you can see, we're not asking for anything for ourselves. We just want to get our game funded so we can bring it to you as soon as possible. That being said, the more money we get, the faster we'll be able to complete the project, as we'll be able to take time off from our day jobs to bring Triomancer to you.
We're not asking you to give us something for nothing, though. We've got several rewards that we think you'll enjoy a lot. And if we beat our funding goal, we've also got a number of stretch goals for the project!
- $10,000 - GAME DEMO: If we get $10,000, we'll make available a short, ten-level demo that showcases Triomancer's core gameplay mechanics, and give you a leg up on the game for launch day.
- $20,000 - EXTENDED SOUNDTRACK: At the $20,000 mark, we'll revamp the game's music and SFX. We'll bring in some sound and music experts to induce an audiogasm for all of our listeners.
- $35,000 - ADVANCED A.I. At $35,000, we'll put your enemies through 'Bad Guy 101' - instead of limiting themselves to predetermined patrols, they'll react to your attacks, jumping out of the way and blocking.
- $50,000 - RETRO MODE: For $50,000, we'll include an option for 8-bit sprite art in the game. Feeling a bit of nostalgia for the good old days? We can bring them back!
- $100,000 - EXTRA BOSSES: That's a lot of money! If we get to the $100,000 price point, we'll include new bosses in the game - some will be hidden, some will be rare spawns, and some will be available to beat on anyone!
- $150,000 - BONUS LEVELS: If we get to $150,000, we'll include a full expansion of bonus levels to the Triomancer game, with all new puzzles, enemies, and environments!
- $200,000 - A RANDOM REWARD APPEARED: If we hit $200,000, every backer who put in $20 or more will receive a random miniature of one of the game's three mages, AND we'll port the game from PC-only to iOS, Android, XBLA, and PSN!
- $300,000 - ART UPGRADE: If we get up to $300,000, we'll upgrade Triomancer's visuals to high-quality 2.5D sprites. We'll also include options to downgrade the game to any previous quality of art.
- $500,000 - ACHIEVEMENT UNLOCKED: At the $500,000 level, all backers who donated $20 or more will receive a full set of all three mages in miniature, AND we'll include a full set of in-game Achievements that will carry with them in-game bonuses, such as extra damage, health, and more!
- $750,000 - TRIOMANCER 2: THE SEQUEL: If we get to $750,000 we'll have enough money to commit to a sequel to Triomancer! You'll be able to continue adventuring with Red, Green, and Blue as they quest on for the sake of epic shenanigans!
- $1,000,000 - SUPER EXPEDITE: For $1,000,000, we'll super expedite game development to bring you the project that much faster. We'll be shooting for six to nine months for full game development. We'll all be able to take time off from our jobs and give the game our undivided attention to bring it to you in a matter of a few months.
- $1,500,000 - A NEW CHALLENGER ARRIVES: If we get to $1,500,000, we'll include an option to play as the Archmage for your second playthrough of Triomancer! The Archmage has got new and exciting abilities that completely overshadow his apprentices!
- $333,333,333 - SUPER HAPPY FUN TIME: Should we happen to hit this goal, we will take each and every one of our Kickstarter backers to Disneyworld. And buy them a cake.* (Which may or may not be a lie. Like the trip to Disneyworld).
We'd like to offer a round of special thanks to the following people and organizations:
The Northeast Indiana Innovation Center (NIIC), for their vastly appreciated contributions of advice and office space.
The Allen County Public Library, for the generous loan of their filming equipment.
Kickstarter, for hosting our project and running a great crowdfunding platform for indie developers everywhere.
Our families, friends, coworkers, associates, and pets, for their advice, support, and critiques.
And of course, all of our backers, without whom this project would not be possible.
Risks and challenges
Perhaps the biggest challenge we'll be facing in developing Triomancer will be getting all of our team members into a central location at a common time. Our team is scattered all over the state, and they all need to work around their day jobs. If we hit only our funding goal, the project will take a while to complete (we're projecting 18-24 months). As we start to hit stretch goals, we'll be able to complete the project more quickly as we're able to pay team members and rent office space, up to our 'Super Expedite' stretch goal, where we're projecting six to nine months.
Even if we hit only the minimum funding goal, we've got a lot of faith in our team's ability to forge ahead. Knowing that there's a line of people eagerly awaiting Triomancer will help to focus everyone on developing for you guys.
One of the hard realities of an undertaking like this is that we're going to be reliant on other organizations to handle production and shipping of rewards. There will probably be delays, as these organizations have their own sets of goals and priorities that may or may not mesh with ours. Some of those delays may even come on our end (do you realize how long it will take to autograph all those T-shirts?!)
In the end though, those delays are just that - delays. We're not going to let a couple of days (or weeks, or months) stop us from getting Triomancer to you guys. It takes as long as it takes, and we'll see this project through to the end.
And Once Again:
THANK YOU FOR CONTRIBUTING!Learn about accountability on Kickstarter
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