This project's funding goal was not reached on April 30, 2014.
This project's funding goal was not reached on April 30, 2014.
OUR MISSION STATEMENT: All of us here at Team DoW have come together to create video games that we feel excited about playing with our kids, yet still feel proud sharing with our hipster/comicon/gamer friends. We want to intersect the landscape of games and show that they don't have to be gratuitously violent (or on the other spectrum, fluffy) to be fun.
Also, for those of you who are new to Kickstarter, if we don't reach our goal, we don't get any money and your pledge isn't processed! But the more backers, the greater the momentum of people who want to join our movement. So please, if this resonates with you, even if you don't play games, just know that every dollar counts towards helping us reach our goal.
Thank you. (insert virtual fist bump here.)
And if you want to read (and hear) what people are saying about us around the web, here is "Dancers Of War" In The News...
And if you're in the mood to watch Scott do show and tell with guns, Van talking about Johnny Bravo, and the two of them playing Tecmo Bowl, you can see their interview with Xander Denke at:
Now that you know who we are and what we aim to accomplish, we want to invite you behind the scenes to help shape this idea of ours. Because of Kickstarter, we have the opportunity to create a game with you (the client) in the forefront of our mind. We are at the beginning stages of developing this game and we would love to hear from you.
"That's right. Don't look behind you. I'm talking to you!"
Before we go down a path of no return, we're asking you to join us on the rollercoaster of development and production. It's important that our game is challenging, surprising, humorous, entertaining and intuitive to play, so...
Weapons = Dancing
Higher damage = Attacking to the Beat
Killing = Liberating
Crazy Idea = Lets Try It
DoW is a game you tap along to, and laugh with. Its a game where dance moves are use to fight instead of weapons and fists. We have brought in music and dance to be a core component of a combat/action game. The tone of DoW is over the top craziness and creativity we remember from the arcade days of yore, but with the sophistication of modern combat.
Ridonkulous Twitch Dancing Combat! - Like God of War or Batman: Arkham Asylum, combat is real time. BUUUT.. every weapon or strike is a dance move! Dance moves to send out dance energy blasts in many different forms! River-dancing machine gun blasts, pop-n-lockin melee strikes, Body Posing flash bombs, or an electric boogaloo hadukens all against hordes of flash mobbing minions.
Attack to the Rhythm! - Perform your attacks to the beat and unleash powers and combos never seen or seldom spoken of! Masters will attack to the beat... and soon find themselves tapping along to dancelicious mayhem! Or don’t attack to the rhythm! You won’t be penalized!
Trick Out Your Exo-tard! - The Exo-tard is what weaponizes dance. It’s half exoskeleton, half leotard, and 100% awesome. Pick up custom pieces that accentuate your abilities to attack, defend, move, and just look awesome.
Epic Dance Master Face-Offs! - Each level of the mysterious island compound holds a secret weapon! A hypnotized dance master with incredible power and style. Find their weakness! Battle them and their Minions! Free them and learn their secrets! We also plan on having every level end in a Bollywood style "Happy Dance" (choreographed by Lisa) in a spectacle that incorporates the movement vocabulary from the level. Choose the order you take them on wisely!
Character Leveling - Every person you battle and set free from the maniacal villain gives you experience points to customize your character's abilities. Strength, Dexterity, Defense, and Fierceness!
Unravel the Fantastic Tale of an Evil Pop Star! - Explore the island to discover and collect pieces of the story that brought you to this moment. Learn about each dance master you save and their back stories through amazing animations and vocal performances by the best actors in the biz!
Combat in the game will be twitch or real time, like God of War or Batman: Arkham Asylum. Dance moves are your weapons and they are grouped into five major categories:
Light Attack - A fast melee dance move (fast attacks for close quarters, dances like a pop-n-lock hand wave)
Heavy Attack - A slower but more powerful melee dance move for a close quartered knock-out (moves like a ballet kick, or a breakdance windmill)
Ranged Attack - A directed dance move that shoots a bolt of dance energy. (These emulate traditional weapons such as machine guns, sniper rifles, or handguns. Moves like the sprinkler are ideal for shooting.)
Special Moves - These can be unique attacks you earn from a dance master. They can include a ballroom styled duet lift-and-spin attack, a disco-pose smart bomb blast, or a moonwalk rear blast attack.
Block/Counter - Short movements to counter enemy strikes can include shields generated by jazz hands, pop & lock moves, etc, or a dip-and-throw counter.
New moves are gained by finding them throughout levels, or earning them by defeating and freeing dance masters. Players can load moves into their dance arsenal slots to strategize before taking on an area or boss. Completing moves to the beat will do more damage. You don’t have to attack in sync with the rhythm. You will not be penalized if you don’t. However, players that do attack to the rhythm can initiate combos, new attacks, and environmental events. We aim to reinforce the rhythm graphically with each enemy using glowy sound equalizer bars popping up and down with the music, hence the pattern on the Exo-tard. There is also talk of having the music add flourishes to accentuate and build the sound if your attacks are timed correctly.
If you are interested in creating video games, producing animated cartoons, composing music, or choreographing a dance piece, then this is your opportunity to learn from folks who have spent years in the trenches.
Our hope is to make this experience a fun one for everybody, so we’re pulling out all the stops to incentivize it like crazycakes! We have schwagg galore, from sweatbands, t-shirts, and physical boxed copies of the game to exclusive digital downloads and vinyl copies of Vince’s tracks as they become available. Plus, because Erasure is planning on touring for their upcoming CD release in the fall, we’re offering a rare opportunity to see Erasure in concert at a city near you, and to top the event off, a meet-and-greet with Vince Clarke! (travel and lodging not included)
Each of us in our perspective industries have had the privilege to meet and work with some of the most amazing and talented people on the planet. Many of them have joined us on our journey to create this game and have helped us take this project to a whole other level.
Jay Oliva (storyboard artist) - Jay directed the animated Batman: The Dark Knight Returns and the action sequences in Zack Snyder's Man Of Steel. He is currently working on the sequel Batman Vs. Superman.
Rodrigo Ribeiro (Concept Art) - Rodrigo has created characters and amazing imagery for games such as Resistance Fall of Man and Rachet & Clark.
The rest of our Artists, Animators, Engineers, Sound Designers, Designers, and TD's have worked in movies, film, commercials and multiple AAA games. All are top of their class. All are doing what they do best to see this game cross the finish line (as well as the chorus line).
Robert Berger, Brad Fitzgerald, Eric Valdes, Bryan Money, Andy Long, Tom Hite, Ken Angliongto, Linda Petch, Aaron Jonas, Christian Bierley, Kevin Scharff, Jacqueline Jocson, John Castro, Steve Yoshimura, and Eduardo Borrego
When you back this project, you will get exclusive access to our development process. Why did you go with that design? Can I throw in my two cents? The answer: we are a still a canvas. We're not locked in to anything, so if something's not working for our backers, we have the ability to address the situation and work it. Like they do in dance (Work it, own it, work it, own it!)
For example, who is Jack Dancer? What's his story?
Jack loves to dance, but isn’t necessarily a dancer. He’s the guy at the party who thinks he’s got the moves because everyone is staring at him, but in actuality, they’re just trying to avoid getting slapped by his flailing arms!
A Marine in the special forces, he has been waiting a long time to be deployed and is eager to put his training to use.
The game will begin in a two dimensional, animated world. Below are some early development sketches on our journey towards a working design.
Once the actual gameplay begins, you the player, get to control Sgt. Jack Dancer in a 3D world using a full colored version of the model below...
When all's said and done, each of us have kids who are constantly looking for something fun to do when they’re not doing homework, chores, or complaining about first world problems. Our hope is to create a game that we can play with them that's adrenaline fueled and fun without being too violent or too adult. Our goal is to be a part of something that we can proudly share with our artsy/hipster/military/gamer/comicon friends.
Vince, Scott, and I have joined together with veteran entertainment marketing consultant Michael Pagnotta to form the venture, Easy Like Productions. We have decades of experience producing quality work and are experienced in hiring, scheduling, budgeting, and putting out fires (also preventing them before they occur). At this budget level, backers should feel highly confident that "Dancers Of War" will have a high production quality and be totally awesome (or tubular, whatever your vernacular states).
When challenges do arise, we plan on being honest and forthright with how we come to decisions regarding solutions. Backers can expect consistent updates with the process to make sure they are aware of the production flow and feel confident in our decision making.
So please, if you want this game to exist, we would love for you to back this project. Thank you for reading all the way to the bottom of the page.
You deserve a haiku:
I dance because I
can't not dance. I sweat too much.
Was that TMI?
No its actually done April 7th. Our date slipped and we missed that date change. So please have at it!!!
We've already invested countless of hours and thousands of dollars to make it this far. In the real world, it costs millions of dollars to produce a game of the caliber we’re hoping to create. We’re doing it on the most shoestring of budgets and we’re calling in favors from some of the top people in the entertainment field because, we believe that in order for this idea to work, the execution needs to be AAA.
We set a financial goal really high because we budgeted this game out and found out that it costs A LOT of money to make the game we are promising you. After all the necessary funds (Kickstarter fees, Amazon fees, taxes, incentives) what we're asking for is even less! So just know, we’re not pocketing the money. You can know in good faith that 100% of everything is going towards this project. We could have set a more attainable goal, but then we would have been lying to you in our promise. We set a goal to make sure that we could deliver the game we promised or we weren’t going to deliver the game
through Kickstarter at all!
As far as more gameplay footage, we'll be posting more in the next few weeks to show you how the game is going to be played. (We had to save some stuff for updates!)
We came here to Kickstarter to find like-minded people who believe in a project like this. We want to show the world that there’s an audience for crazy ideas.
And if you haven’t already noticed, it’s a crazy idea for a game! But we believe in this crazy idea. Fortunately, Kickstarter is one of those places that this kind of crazy idea can take wing. You have to admit, you were tickled by the idea when you first read about it, hence you’re still reading this, hence you want to know more but want to make sure you know what you’re getting yourself into.
Unfortunately, Kickstarter has turned into a place where many people need to see that project creators have developed a full-on game before they say they’ll back it. Mostly because many backers have been burned by creators who promise a game but don’t deliver what they promised.
But isn’t this where independent ideas are supposed to take shape? Isn’t Kickstarter the place where you (the client) gets pitched an idea and you decide whether or not you want to help bring this idea to life? We’re sticking with the Kickstarter rule of thumb: under-promise and over-deliver.
And if you know our work, than you know that that is something we can definitely do.
- (30 days)