About this project
Super Turbo bitCrawl FX: Alpha Xtreme is our JRPG inspired dungeon crawler. STbCFX:AX is a co-op game designed for 1-8 players where our heroes venture through a dungeon in search of treasure, adventure and eventually the BOSS FIGHT!!
bitCrawl Pocket is the "take with you" version of Super Turbo bitCrawl FX: Alpha Xtreme. bCP packs the punch of the full size game in a smaller package.
What's in the box?
Package Contents for bCP
Package Contents for STbCFX:AX
Retailer Tier Explained
We are attempting to do something fun and unique with or retailer partners. We will add your store logo to the back of the ability cards for bitCrawl Pocket. You will also receive 3 bonus cards not included in the base pocket game to do with as you please. This is our way of saying thank you for being an early adopter and lets us show support for all the FLGS's out there making the world a better place.
At the beginning of the game players are given a choice of 8 classes within the standard 4 fantasy archetypes (Mage, Priest, Rogue, and Warrior). Each class has a specific number of starting dice for basic attack and agility rolls and class specific skill that is unique for each of the 8 classes. After players have chosen their class they are tasked with selecting the skills that their character will possess for the duration of the game. There are 8 double-sided ability inserts available to each archetype allowing for a total of 24 unique versions of each of the available 8 classes. Players then select their portrait and sprite representation for this game.
Once players have selected their class, abilities, and portrait, the players select the boss they will face at the end of the game. There are 2 bosses in the base game, along with 8 abilities for the bosses to possess. This allows for a total of 48 unique bosses that the players can encounter at the end of the game.
Once setup has completed, our heroes embark on their adventure through the dungeon.
A turn is divided into 2 phases. The first phase is the exploration phase during this phase each hero has 3 exploration actions that they can take. These include things such as moving into a new tile, scrounging rooms for treasure, equipping items and resting to name a few. After each hero has taken their 3 exploration actions it is now time for the encounter phase. Random targeting determines where the encounter(s) will be taking place, the hero(es) that have been assigned an encounter will roll the encounter die to determine what they will have to contend with, be it monsters, events or nothing at all. During the encounter phase each hero is allowed one action and the encounter phase does not end until all monsters have been defeated. After the monsters have been dealt with the heroes gain experience and divvy up the treasure. The “Player One” marker is moved all heroes move their special ability dice closer to the ready and the new player one starts the turn with their 3 exploration actions.
The dungeon and all things in it, including the boss, are designed to scale based on the number of heroes playing and the highest level hero in the dungeon. As heroes level up they gain additional attack or agility dice and their special abilities require less of a cool down between uses.
The base game includes 26 hex tiles, which the heroes reveal as they explore the dungeon. The boss fight is triggered by the random pull of one of these tiles that is labeled “BOSS FIGHT!!!” when this tile is entered all heroes teleport to the tile to do battle with the boss. STbCFX:AX is a co-op game at its core but does allow for a competitive element tied to the value of the treasure that the heroes collect while exploring the dungeon.
What people are saying
Gamepunting had some interesting things to say about STbCFX:AX check it out at the 15:55 mark
More Videos..COMING SOON!!!
LM Studios was formed officially in July of 2012 with the goal of making great games that allow for maximum replayability and a focus on the importance of the choices we make while playing.
Risks and challenges
The game has been thoroughly playtested since it's debut at GenCon 2013 in the First Exposure Playtest Hall. All the art for the game has been completed for everything including the Day 1 DLC. any additional work from unlocking stretch rewards might cause a delay from our target delivery of December. All reward tiers have been set with an expected delivery date of Feb 2015 to accommodate this. There should be little to no delay in getting this game to the printers shortly after the campaign ends successfully
So what is going to delay delivery then?
* Unexpected legal issues.
* Natural disasters.
* Unexpected Death or Injury to either of us.
* Extreme overfunding.
We have taken a very aggressive delivery schedule on this kickstarter so extreme over funding might cause a bit of a delay to complete the art assets associated with unlocked stretch goals. If this does happen we will send out a survey to backers to gauge interest in a two part delivery approach of the base game the day 1 DLC and any stretch goals that are attainable within our initial delivery estimate and a second delivery of the additional stretch goals that might occur.
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