About this project
All money raised through PayPal will go towards our stretch goals! The PayPal will be open beyond the end of the Kickstarter campaign, so we can still make things happen! We'll keep you posted on our current PayPal amount as well.
Tadpole Treble is an action/music adventure planned for the PC, Mac, mobile devices and Wii U! You play as Baton, a young tadpole attempting to make her way home across numerous dangerous levels and boss stages.
While music plays a large role in most games, the music of Tadpole Treble directly determines the layout of the stage. The very obstacles Baton is swimming past in-game mirror the layout of notes on sheet music--you are literally playing along with the music!
The game will be released digitally on the PC and Mac within a year. If we can get enough support, we'd absolutely love to have Tadpole Treble hit the Wii U's eShop simultaneously!
"Nintendo fans, watch out for these Super Taranto Bros. – Tadpole Treble is a testament to their strength as a game-developing sibling duo. What began as a simple proof-of-concept demo over a year ago has been polished and refined into a design that combines unique new rhythm mechanics with the winningly playful art style of Matthew's Brawl in the Family comics. Get in on the ground floor with these Tarantos, people. Tadpole Treble will only be the beginning for them." - Lucas M. Thomas, Leader of the Nintendo Force / Editor-in-Chief of NF Magazine / IGN Writer since Nintendo's active console was still the GameCube
"Tadpole Treble is a game that has been designed and constructed with passion and investment, and is a refreshing change from the corporately designed by committee games that the market is awash with at the moment. It is fun, engaging, and incredibly cute. It deserves the chance to succeed." John Brooks, game producer (URU Myst Online, Asheron's Call, Age of Empires III)
At its core, Tadpole Treble is a scoring game, similar to an arcade experience. As the stage auto-scrolls, Baton is tasked to not only avoid obstacles, but also smack targets with her tail. These targets will always be lined up to the beat to add that extra element of interactivity to the game and really help you feel like you're a part of the music.
*note: All visuals and music on this project are from an unfinished version of the game*
Of course, each stage will have its own surprises in store: mid-air jumps, creatures swimming toward you, crumbling environmental pieces, lightning strikes, carnivorous beasts that chase you, and plenty more. We want this game to be varied so that players will constantly be surprised while playing...and naturally, it'll all be to the beat of the music.
- Multiple stages, each with their own unique look and theme
- A full, separate song per stage
- A currency/shop system (that's in-game...no nickel-and-diming here!)
- A ranking system per stage; try to get an S!
- Comic-style transitional scenes between each stage
- Boss levels
- A challenge system for expert players
- And much more! But some things must stay secret for now...
The soundtrack is comprised of fully original music, inspired by some of our favorite gaming OSTs: Mega Man, Final Fantasy VI, Zelda, and Banjo-Kazooie were just some of the influences on the soundtrack. We're incorporating live instruments in various songs for that extra bit of authenticity. Matthew, the composer, wants to ensure that each stage has its own feel and incorporates a unique style of music. Take a listen:
This is a sample of the theme from Chiptune Lagoon, a fairly early stage in the game. True to its name, it's inspired by electronic rock music from the great age of NES gaming. As the song progresses, though, more instruments get added to the jam session, culminating with a live guitar solo from a guest musician, Justin Burdette and Josh Foster on drums.
Turtle Pipes is the first boss stage, and the boss itself is a plodding, hungry turtle. He's not actively trying to eat Baton, but make sure she doesn't get between him and the tasty flotsam floating about! This song has sort of a Russian circus feel to it.
Mountain River brings to mind classic western serials such as The Magnificent Seven. This early stage makes Baton contend with schools of trout in the way...and maybe even a bear.
We'll be going into more detail about the various gameplay mechanics and extra features throughout the updates of this month, so keep your eye out!
To make the game we want, we need your help! While we've been able to make good progress on our own budget so far, to really make Tadpole Treble the full-fledged game we want it to be, a bigger budget is necessary. Below, you'll find a breakdown of our initial goal, and where the money will be going:
As you can see, there're plenty of fees to cover from the get-go, but the main chunk of our projected goal amount will be in hiring a full-time programmer for the next several months. While we can handle the art, music, and some of the stage design for the game pro-bono, another programmer is simply necessary to get our more ambitious later stages to work properly, and make sure the game is bug-free.
Let's get to the goodies! Backers can expect a lovely plethora of rewards for jumping in at any level. Check 'em out:
There's plenty up for grabs, but the variations on the tiers can get complex, so we've compiled this handy chart to check out. Find the goods you want to determine the tier to snag:
Meet the Team:
Art, Music, Game Design
Currently known as the artist and writer of popular video game webcomic Brawl in the Family, Matthew's passions are deeply rooted in the fields of art, music, and video games. For the unfamiliar, BitF doesn't just use still images--a few of the comics are set to medleys of Nintendo songs arranged by Matthew himself, while others are based on entirely original compositions--and all of them exude a rich love of Nintendo's worlds and characters. He also is proud to be involved in NF Magazine as a writer and artist.
A professional church pianist and singer, Matthew has been developing Tadpole Treble on and off for a long time, but recently has been focused on spending most of his free time fine-tuning the game concept and its music. The 28-year-old artist/pianist got his BA in Graphic Design five years ago, so Tadpole Treble is the perfect way to combine his passions of art, music, and gaming into one dedicated project.
He has been stomping goombas since he was three years old.
Michael Taranto Game Design, Programming, Lead Engineer
A father of one (and soon to be two), Michael is the co-owner of a Baton Rouge restaurant and has a passion for running businesses. He graduated from Louisiana State University and like his brother, Michael grew up on the NES and has always had a passion for video games and game development itself.
Michael is a musician as well; he's a professional singer and also played the trombone in LSU's Tiger Band, in addition to being skilled on the guitar.
The brothers' favorite games and direct influences include Final Fantasy VI, Super Metroid, the Mario series, the Zelda series, Daigasso! Band Bros, and many, many more.
Dane Caro Lead Programmer
After years spent playing MUDs and other online games, Dane Caro began looking at modding and learning different ways to create art for the games he played. This eventually led to him taking 3D Animation as a major and graduating in 2007.
He began learning how to program iOS games in 2008 after forming his own company. Since then, he has been working on projects for clients and helping the local game development community. He's worked on over a dozen games across PC, Xbox 360, iPhone, and Facebook, including Heavy Metal Madhouse, Redzone Rumble, Cutesy: The Quest of the Unicorn, and the award-winning upcoming Swap Drop Poker.
$30,000: FULL GAME FUNDED FOR PC AND MAC
If we can reach 30k, this Kickstarter will be a success, and we'll be all set for fulfilling our dream! Baton will be on her way to a PC and Mac near you in the full, finished version of Tadpole Treble.
$34,000: CONCERTO MODE
This unlockable mode will allow players to play through the game's full set of levels back-to-back-to-back…on a single life! Are you up for the ultimate Tadpole Treble challenge of not only surviving this onslaught…but of getting an S-Rank in it as well? Hit this stretch goal to find out!
$45,000: WII U VERSION OF TADPOLE TREBLE
If we hit this goal, we'll be ecstatic! We've gotten the okay from Nintendo to announce Tadpole Treble as a Wii U stretch goal, so the rest is up to you guys. If you're anything like us, you're a fan of Nintendo's games and systems and would love to see more software on the Wii U, so let's make this happen!
FUTURE STRETCH GOALS...
If it goes beyond 50k, we'll have the funds to really take the features to the next level. We'd also consider iPhone/Android versions.
Thank you for checking out our project!
In case it wasn't clear enough already, we're very passionate about making this dream project a reality. As a kid, Matthew filled binders full of drawings of Mario levels, Zelda dungeons, and made-up Mega Man bosses, so game design has been a major goal for him for decades. This project can't happen without a little support from the fans, though, so if you can't hit one of the tiers right now, please spread the word about the Kickstarter over the next month! Anything you can do to let others know is greatly appreciated!
Our website can be found at www.bitfinitygames.com. If you have any questions or comments, don't hesitate contact in this Kickstarter, at our Facebook page, or through the following email address: firstname.lastname@example.org. You can also follow us on Twitter at Tadpole Treble@MichaelTaranro.
If you'd like to check out the webcomic, it's at www.brawlinthefamily.com.
We are also on Steam Greenlight! Please vote for us.
Risks and challenges
As with any Kickstarter project, issues may arise in getting the work out in time. We'll do our absolute best to stick to the schedule and to make the game as polished, playable and enjoyable as possible.
If setbacks do arise, we'll remain as transparent as possible as to the nature of our issues, and keep you guys updated on the status of your rewards. We may even reveal some bonus stuff if said problems should arise.
We certainly want to address the community throughout this project and listen to your feedback on how the game is shaping us. Feel free to contact us at the links listed above.
All art, music, and gameplay elements on this project are from a non-finalized version of Tadpole Treble, and may be subject to change.
Final Fantasy VI is a copyright of Square-Enix; Mario Paint and Rhythm Heaven Fever are copyright of Nintendo.
And of course, Tadpole Treble is a copyright of BitFinity, LLC.Learn about accountability on Kickstarter
The game is currently being programmed for PC and Mac. We're also aiming to make a smartphone version. If we can hit our Wii U stretch goal, we'll be able to afford the extra development time, costs, and dev kit for the Wii U to make the eShop version a reality! This version will launch at least as soon as the PC/Mac versions.
We'd love to have Tadpole Treble be on as many playable systems as possible, but time and money constraints make that difficult. Since we've been getting a lot of requests about Linux, that would likely be the next OS we could make it for. While we love the 3DS, that one would take a little more work in redoing the visuals and screen ratio (not being widescreen means less time to see the upcoming obstacles, for instance), so it may not be feasible just yet.
Of course, we're not ruling any systems out yet at this point, but everything beyond the initial PC/Mac versions will require extra work.
Anyone who buys the game through this Kickstarter will be getting any one version of the game of their choosing.
Both viable questions. The fact is, game development is expensive, and I can 100% promise you that if the $30,000 goal is reached, Michael and I won't see a cent of it--it'll all be put towards the game's development and Kickstarter/reward costs. Making sure the game is polished and bug-free is a big priority for us, and that can take several months to really get right. Our programmer will be working full-time to make sure the game's engine runs smoothly.
But is it enough? We think so--the game has gotten as far as it has with NO funding (although we've had to spend some money out of pocket), and we settled on the number with help from a few industry vets who've made several games already.
Oh, we agree. We'd love to put in a Song Creator feature that lets you save and play through your creations (and perhaps even share them online). We're still trying to figure out how feasible that is, though--it would likely be one of the stretch goals at this point, so we're hoping to hit our initial goal first. But for those of you that are interested in making stages out of your own music, let's help get this tadpole project off the ground and into the water!
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