Yume Nikki style game where you explore the memories of an immortal girl
Yume Nikki style game where you explore the memories of an immortal girl Read more
About this project
Download here for the demo!
$10000 – Macintosh Port.
$15000 – Composed soundtrack instead of solely relying on open source music.
$20000 – 3 new characters with their own side stories!
$25000 – 5 newly drawn areas
$30000 – This much would allow me to work on the game full time for a whole year! More detailed character animation
$35000 – 2 extra endings!
$40000 – Newly drawn cinematics for the introduction and the multiple endings.
$45000 – Physical compendium art book.
$50000 – Artist commission from Seo-Roh
$75000 – Hire another animator, maximum efficiency!
Ili is a person haunted by regret and who longs for the past. Your aim is to guide Ili through her past and meet the ghosts from her past. While Ili is the game’s protagonist, you control most of her actions and act more like her spiritual guide. You are to help her say or do things that she would be too afraid to do by herself. The problems put in front of both you and Ili can be solved in different ways through talking. Do you intend to change the past? Or is it better to make peace with the past and to move on?
Ili is a game with a strong narrative focus, the game has the main character Ili break the fourth wall to acknowledge you, the player, and to bring you into the story as an active participant. From there you will travel through various places and visit important people from her past.
Hand-drawn style. Pencil, pen, watercolour. The game will use analogue drawing techniques to render this these painted worlds. Through these 2D methods, the game will experiment with how games can represent their worlds.
4th wall breaking narrative. Through the entire game, Ili will talk to you through the 4th wall, and you will guide her actions as you travel beyond time and space.
Narrative-focus. Despite being a powerful immortal being, Ili is a pacifist and deals with her problems through talking and negotiation. Through the power of speech instead of violence, you can approach each situation through different ways.
Multiple endings. Ili will have multiple endings in the style of Silent Hill 2 and visual novels, where the way you play and the things you say will change how the story of Ili will end.
Misha C - That's me! I'm the lead developer, artist, programmer, writer, and PR manager. I graduated from the University of Auckland with Masters degree in architecture. My goal is to be an indie game developer!
Seoroh - A friend and fellow artist who can possibly be commissioned to design a few worlds and characters if funded! Check their tumblr for more of their work!
For the past 19 months I’ve been pushing this game as far as I can on my own efforts without Kickstarter. I feel that now I have been able to sculpt a project that I’m confident to finish by myself, and that most of the big coding and artistic roadblocks have been crossed. Now that both my family and I are facing financial difficulties, it is now or never to try Kickstarter and to gauge how much interest there is in my project. While $6000 is the minimum funding goal, it would require $35000 for me to work on the project full time for a year while being able to support myself and pay rent, living costs etc. If I’m unable to reach that stretch goal, don’t worry I won’t cancel the game haha. This will mean that development on the game will be delayed for an extra 6-12 months to work at a full time architectural graduate job until my financial situation is better, and I will continue working on the game in my free time while working a full time job.
In fact I will be extremely grateful for even raising $6000 towards this project. Even if the final game is released without all of the extra features written into the milestones, I would still be very proud of my game and it would be something I can call my own.
Thanks heaps for checking out my Kickstarter! There's still so much more to do but everything comes in time.
$10000 - Macintosh Port. Many friends have requested I make a Mac port for this game, however porting software to Apple products requires more labour and money to pay for Apple's licencing fees. I want as many people to be able to access my game as possible, thus I dedicated this first stretch goal towards porting the game to Apple systems.
$15000 - Composed Soundtrack. The stretch goal is for me to compose my own soundtrack using a MIDI Controller. I have a small background in music theory and composition after 7 years of playing the flute and playing around with music software. Using copyright free songs can be a legal headache so my first priority would be to compose my own soundtrack to be used for the game. For the demo, I used a copyright free song called “Forgotten Land” by Doxent Zsigmond. A link to the download is below. While the song is licenced under Creative Commons Attribution (3.0), meaning that I’m free to share, copy, redistribute, remix, transform and build upon the material for any purpose, even commercially, I thought I was safe to use the song for the demo. However the YouTube video for the trailer that uses the song was quickly claimed by a 3rd party unrelated to Doxent Zsigmond, and was monetized without my permission. My aim is to not deal with such a problem later in the game’s development. Haha sorry if you see any ads before the Kickstarter video!
$35000 – 2 extra endings. Narrative driven games are greatly enhanced by giving the player multiple endings. I want to keep the exact amount of endings a secret for the moment, but if this stretch goal is met then I can dedicate a good portion of my time writing, implementing and debugging the various endings for the game.
$50000 – Artist commission from Seoroh. A great artist whose own refined, subtlety evocative drawing style would contrast well with the aesthetics of the game. His artwork is amazing, check out his tumblr for more!
Forgotten Land by Doxent Zsigmond (c) 2014
Licensed under a Creative Commons Attribution (3.0) license.
dig.ccmixter.org/files/doxent/45486 Ft: Gurdonark, Joanne Gabriel
Risks and challenges
From the past 18 months working on the game, I have learnt a wide variety of different skills such as coding, drawing and animation. As I have grown confident in my abilities to manage a game project of this scale by myself, there will be no risks in team conflict nor will there be problems finishing the game as I will be able to handle all the technical and artistic challenges by myself.
I have the necessary technical and drawing equipment to continue creating this game at a pace that I’m satisfied with. The main risk of this game is that my family is currently facing financial difficulty. If enough money is raised from this Kickstarter to keep this project going for the next year, then I will focus 100% of my time and energy towards it. Alternatively, if I fall short of my Kickstarter targets, I will have to pause development on the game for a few months to find work as an architectural graduate and become financially stable. This would delay the game for an estimated 6 -12 months. I will work on the game incrementally, and it will be released at a delayed date. I will continue working on this game that I’m passionate about while working a full time job.Learn about accountability on Kickstarter
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