Heya, before we start this awesome Kickstarter page we just wanna take a moment to talk about the demo: Anything that can be said about Renaine is better done by playing it. Forget the video, forget this page, play the game. See if you like it yourself. There's a lot we still want to add, even in the first level (which is in the demo) such as additional bosses and tons of more visual effects and polish, as well as even more quests and content, but we think the demo is an extremely good representation of our vision for what Renaine can be.
[Mac/Linux Coming Soon]
Renaine is a quirky fast paced roguelike/platformer hybrid following Aine, the legendary Phoenix Knight, on her endless quest to defeat The Dragon. A ferocious beast, the Dragon represents ultimate, almost insurmountable, power. But by using the spirit of the Phoenix, Aine is granted as many lives as she needs to see the task through. However, due to the Dragon's curse, the world of Lineria is always changing, and only through understanding how to use her powers will Aine be able to successfully finish her quest! Along the way, meet odd locals in bright, colorful, worlds as you make it through the diverse kingdom of Lineria.
The gameplay of Renaine is all about getting better. Aine is an experienced knight at the start of her quest, but she's not invincible - and failure is part of the game! Use tools such as level replays to repeat a challenging setup as many times as you like, and by mastering a level you can activate Phoenix Statues that let you restart the game in later levels.
Hop, bop, and roll. The three basic abilities Aine starts any run with. Jump over obstacles. Slash with your sword. And roll to quickly avoid attacks. And that's the basics of it. That's it. The entire game can be finished with just those three basic moves.
Upgrades and items can completely change the game by granting you incredible new abilities! Throw spells, recruit allies, and unlock new moves! Groundpound, freeze, and unleash your limit on enemies as you traverse each level!
Along the way you'll come across towns full of characters that need help. Complete quests and they'll reward you with new abilities and secrets. Since time does not reset when Aine revives, these quests and their rewards are persistent. The items you gain, though, are not. You will never get permanent upgrades in this game. You will, however, permanently unlock new options to use, and many of these completely change how this game runs!
The Kingdom of Lineria is vast, and Aine's quest will take her through five distinct regions. Here's a few of them!
Renaine's design strikes a balance between two kinds of players - completionists and speedrunners. It is a challenging game, but not impossible, and it is deliberately easier than most roguelikes to play casually but interesting to play as a speedrunner.
There's two main ways of playing Renaine - either skip the enemies, dodging and rolling your way through everything, or defeat enemies and collect coins to buy items. The more items you have, the easier it'll be and that's like that by design. You are meant to finish this game and it won't take you hundreds of hours to do so. What will take time, however, is giving that Dragon the smackdown every run in the fastest time possible.
Difficulty in later levels isn't based on grindy enemies with high hp, but by the difficulty of their patterns. For example, Bandits in Shellwood Forest might seem difficult to deal with at the beginning, but you get the hang of them pretty quickly. The Tengu in Eastwest Mountain, however, both follow and keep a distance away from you, throwing damaging knives the entire time. It is possible to defeat them with your sword with correct timing and knowing their pattern but it's much easier to do it with a ranged spell! You'll find the more you play, the more you'll find yourself not needing a spell to beat them as you learn their patterns.
Renaine uses a striking visual style where the entire world is drawn in solid colored outlines.
Though the style may give off a simple aesthetic, we are still hard at work to give every pixel as much personality as possible.
All characters, items, npcs, and enemies are all single bright colors and the background is black, giving it a modernized VX Spectrum-like feel.
The animations are smooth as butter, with copious amount of frames dedicated to each character. Still images look good, but where Renaine truly excels is when it's in motion.
The music of Renaine is inspired by the catchy chiptunes of classic gaming, but uses live instruments to deliver a rich, unique, sound. We're using the full range of modern music production to provide music that is dynamic and vibrant. Since Renaine is a game that is meant to be played repeatedly, the music needs to sound fresh for every playthrough. To do this, we've used a unique implementation based on branching paths. For example, the music in Shellwood Forest is a funky melody that takes into account your progress in the game to deliver a piece towards the end, with a respite between acts. To deliver this sound at its full potential, we've convinced some of the best session recording artists around to participate in our creative journey, and the results really speak for themselves.
Renaine has been in development since February 2017. That's 7 months! What started as a simple (literal) arcade game ended up becoming much larger! Originally it was just Squidly plugging at it, putting in his own art. As time went on, Mason got involved, then Harry, and Carrion is the newest addition. With each newcomer came loads of more polish. 16-bit placeholder music was replaced by live instruments, level design was sharpened, the game handling became more responsive and natural. Don't believe us? Look at this gif of "Super Knight Quest" (pre-alpha Renaine) compared to Renaine now, and there's still more art to do, sounds to replace, and music to sharpen.
So where's the money going? Lets talk about finances really quickly. Simply put, the more we raise, the more we can pay artists and musicians up front, which means the more time they can dedicate to Renaine as opposed to balancing it with other immediate projects. This also means the less we have to pay out in revenue share and the more we can dedicate to future projects. In our case, Squidly (who's writing this) is doing his work as a passion project and will be taking the lion's share of profits to make future games. However, Mason, Harry, and Carrion, though 100% as dedicated to this project, are people with lives need to get paid to do what they gotta do.
The $10,000 we're asking for is the minimum it takes to get Renaine done in a reasonable amount of time. Major expenses include:
- Hiring players to play live music as opposed to samples
- Getting complete art done in a reasonable amount of time
- Additional Art/Music Commissions
We are really shooting for above $10,000. We would love to expand the game with additional alternate levels and end/mid game content. We'd love to get this on consoles (especially the Switch, albeit that would be the definite hardest to get on due to a completely new architecture.) There's so much of the world of Lineria left to explore but for each and every new level there is a host of music, art, and sounds that go into it along with countless hours of balancing and playtesting, new mechanics that need to be programmed and interesting ways of pushing the engine.
We'll be talking a lot more about that in the future, let's hit 10k quickly and then we can talk about those spicy stretch goals!
This Kickstarter has no physical rewards (we don't want to worry about shipping and unexpected costs/difficulties like that) but we have tons of digital ones, and specifically these rewards allow you to help shape the game. As game designers, we know all the secrets of this game. We know the beginning, middle, and end. That's why we want to extend the ability for you to leave your mark on the world of Lineria. And if you don't have that much money? It's cool. Even at the $5 tier you are getting the ability to impact thousands of other players with simple things such as naming your own Chompy or even just having your name in the game and knowing that you helped make this.
There's a lot more info in the backer tiers, but in brief:
Since he was in 2nd grade Squidly has always wanted to work in a "games factory." When he learned that games were rarely ever actually physically mass produced in the US (and especially not the cold northern lands of Boston,) he had to settle for the crappy second rate job of Game Developer. Squidly saw his first hit with 2012's Second Wind. Since then he's made several smaller games, but Renaine is gonna be his return to form.
The mysterious artist known as Carrion is an otherly being known to grant pixels to weary games. Carrion has been placing precise squares for 12 years, and his enchanting portraits of strange alien, landscapes, towering golems, and... birds... has made him a name in the pixel art world.
Mason Lieberman (musician) [Soundcloud]
His Excellency (TM) Mason Lieberman is a Boston-based composer and recording artist best known for his works in Rooster Teeth's RWBY, ScrewAttack's Death Battle, and Riot Game's League of Legends, amongst others.
Harry has been remixing tracks and replacing game sounds for years, even landing a gig remixing RWBY Season 4's OST. These days he's retired from the high life and settled for this cozy little knight game.
Risks and challenges
"A delayed game is eventually good, a rushed game is forever bad"
- The Great Shigeru Miyamoto
The Big Risk (TM) is a delay. Renaine went from a three month game to this little monster we have now, and it's been for the better. Here's the deal: we will not release an unfinished game. Period. Playtesting is just as important as design, we can think up as many ideas as we want but in the end, if it's not fun we'll take the time to make it fun. We'll try not to delay, but it happens, and if there is a delay it won't be a content delay but a "we need to tweak this a bit more" kind of delay.Learn about accountability on Kickstarter
- (30 days)