Project image
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CA$ 1,123
pledged of CA$ 35,000pledged of CA$ 35,000 goal
39
backers
Funding Canceled
Funding for this project was canceled by the project creator on Jul 3 2014
CA$ 1,123
pledged of CA$ 35,000pledged of CA$ 35,000 goal
39
backers
Funding Canceled
Funding for this project was canceled by the project creator on Jul 3 2014

About

In Land of Labyrinth, you are Sven, a young adventurer in search of his disappeared father, who must travel throughout a series of huge levels structured in form of mazes. Each one of them is unique in its style and complexity. But finding the exit is not the only difficulty as you will encounter various sorts of creatures that inhabit the labyrinths, some are dangerous, others might help you. Fortunately, you will be able to make use of magic potions, special weapons and other useful Items along the way. You control the main character in a 3rd person perspective. You can explore and collect different kind of objects along the way, Find secret places that hide valuable items, fight numerous enemies or avoid them by hiding and sneaking them out. At the end of each level you will encounter the guardian of the level, basically the final boss that you will need to defeat in order to progress to the next labyrinth. Until you reach the final Labyrinth and fight the Master of Labyrinth himself. 

 Land of Labyrinth will challenge your orientation and memory as well as your ability to solve puzzles, find secrets and put your fighting skills to the test. The game uses arcade and some RPG elements to provide the best labyrinthic experience in video games. We will primarily focus the development for PC and Mac and will also consider Linux and Android (Ouya) platforms along the way. It is powered by Unity 3D engine.  

 I’ve always been fascinated with mazes and labyrinths since I was a kid, I use to draw complex labyrinths in a notebook and challenged members of my family or friends to solve them out. When Jim Henson’s movie “Labyrinth” came out, I was immediately mesmerized with it and it was indeed a big inspiration for making this game. Also I found no equivalent game in the market, there are indeed lots of dungeon crawler games out there (the closest kind of game compared to LoL), but nothing that really reproduce the feeling of actually being lost in a giant maze. I wanted a game where the main goal remains finding the exit, with dead ends and few cues, where you have to rely heavily on your orientation to find your way out. There are other strong influences directly coming from fantasy literature, movies like “Legend” and “Willow”. A trendy series of game books in the 80’ which has a maze-like structured story and Greek and Northern mythology. Games like Golden Axe, Rastan Saga for their efficient arcade gameplay and Skyrim for the aesthetic.

Huracan Studio is a new independent video game company but whose members have been around in the video game industry or computer graphics for a while. Huracan Studio is responsible for the “Horror fans dream come true” game Terrordrome: Rise of the boogeymen and had gained a certain trust from its followers regarding dedication and quality. Huracan Studio tends to be very close to their fans by either trying to answer them or taking their thoughts into account. We know each other well and have worked together for some times now. Everyone is dedicated and trusty as you would expect. 

  •  Marc Echave: Founder of Huracan Studio, former 3D animator at Ubisoft Montreal. 
  • Fabien Rixens: Experienced modeller and animator freelancer. 
  • Paulo Milanez: Skilled Unity 3D programmer freelancer. 
  • Bradley Anderson: Community Manager and tester.
  •  7 unique beautiful Levels.
  • Around 20 creatures including final bosses with their own AI. 
  • Dangerous traps and simple puzzles to solve. 
  • Magic abilities with the use of potions. 
  • Numerous Secret places to find with secret rewards. 
  • Solid Fight and stealth game mechanics. 
  • Collect Elemental Swords. 
  • Great quality 3D graphics. 
  • Beautiful epic-movie-like soundtrack 
  • High quality character models and animations. 
  • A dramatic driven storyline. 
  • Elegant Cutscenes. 
  • And a lot, lot more!

 The art direction in Land of Labyrinth tends to stay away from today’s Fantasy art standard. Instead LoL goes back to the 80’ with influences from movies and video games from that period of time and also have roots in classical medieval culture. The hero doesn’t wear any extravagant outfit and acting cool, he’s a young adventurer, not a rogue assassin. Ogres don’t look like some random monster, they look like what they’re supposed to be: a big and dangerous savage man, Trolls aren’t like in the movie LOTR (Every troll I see featured in a game now look exactly like in LOTR) but rather look more like the original depiction of trolls from Northern legends. This doesn’t prevent any originality or make them less interesting. We just decide to go back to the roots of what these characters originally looked like.

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Obviously a big focus has been given to the environment as one of the biggest assets of the game is the labyrinths themselves. A lot of time has been spent on doing research and collect references to come up with the most interesting styles for every level and make them all distinguishable in their aesthetic.

 Each one of the labyrinths is huge and has its own style and ambiance. They have been designed to challenge the player to find his way out, find secret areas with rewarding loots, allows the player to take advantage of his surrounding by hiding and sneak enemies out, etc… But they also have been designed to look beautiful, eerie and sometimes grim.

The biggest challenge was to avoid the player to get bored while wandering throughout miles of corridors. So we had to work hard on making the level interesting and “functional” at the same time. That’s why the first level who also served as prototype was carefully designed, tested and changed so it would fit within the criterion I mentioned above.

Every asset of the levels was designed in a precise way to fit altogether and allow endless structure combinations. Why not make the Levels with a random algorithm? It soon became cleat that using that solution prevented the levels to make good use of strategy and proper aesthetic. Also some areas were designed for a more explorative experience while others are set to be crossed in a hurry. The end of a level is always designed as an arena where the battle with a final boss takes place.

Labyrinths also offer many great gameplay possibilities and we tried to take advantage of it while conceiving each level. We’re still discovering new tricks along the way and tweak some areas to give the player the best experience possible.

So far every level has 3 paths that lead to the exit, so every level can be played in 3 different ways. The last level only has just one way to go and is one of a kind structure. Every path is divided into at least 3 sections by gates that require a key to open. A copy of these key are usually hidden somewhere in-between gates.

This allows the game to have a very good replayability and it can be played in a different way each time.

 The characters animations are treated with great care. Personally as a professional 3D animator I think animation is very important when it comes to add life to the models and this part is often miscarried in many games. Key-frame and Rotoscopy have been used to create organic and efficient animations both for Human and creatures characters and each one of them has been given a characteristic acting and behaviour.

 Sven’s father, a renowned adventurer has been missing for too long now and according to a message he left to his son, he last ventured into the Land of Labyrinth, a place a few dare to visit and that is filled with hostile creatures and owned by the evil master of Labyrinth. The reason why he went there wasn’t mentioned, but Sven knows that his father might be in trouble and decides to pack and follow his steps in a quest to find him, into the Land of labyrinth.

 The Labyrinths are filled with various creatures that are scattered all around the lands. Most of them are dangerous and act as serious threat for anyone who wanders too deep in those lands. But some of them will eventually help you in your journey.

These are the most common creatures you will encounter in the game, but there are many others we don’t want to spoil here:

  • Goblins: A nasty race of small hominid that will pick-up a fight the first chance they get. They have spread over almost all the land.
  • Ogres: Tall and dangerous race of human but not too bright. They will eventually mistake anyone smaller than them for children, their favourite meal.
  • Paladins: Soulless and insensitive armoured soldiers. They are skilled warriors and gate keepers, the perfect Sentinel.
  • Gnomes: They are the caretakers of the labyrinths and provide magic potions for those who know how to ask!
  • Gargoyles: Annoying bat-winged creatures that will confuse its prey by mimicking stones statues.
  • Dread Monks: Corrupted apprentice magus that are leaned to the dark uses of magic and serve the Master of Labyrinth.

 Although the game is not about mastering and level up all kinds of weapons, there are legendary weapons scattered in the land many have tried to get their hands on. They’re called Elemental Swords. Each of these swords is bounded to a specific elemental deity and provides special powers to the carrier. Find them and it will make your journey a lot easier!

Budget

The money will go mainly to sustain me (food, rent) and pay my programmer’s fees during the production until the project is finished. Ideally I would upgrade some pieces of hardware and software licenses but everybody already has the necessary tools and we already possess our own Unity Pro licenses. We will also be able to pay our musician once we raise the funds.

The rest of the team is basically relying on personal savings. To reduce the costs each one of us are working at his own place and everybody is tightening their belt to get this running. That’s why we’re asking for a reasonable amount of money. We believe that we don’t need out-of-proportion budget to make a good quality game.

Current state of development

We have currently our first level done (The Citadel) and we’re now placing obstacles, traps, enemies and items in it so we can soon have a demo for the veteran backers. Almost all the enemies in the game have been modeled and we already started working on the Bosses models and AI. The modelling of the other’s level will begin shortly after the kickstarter campaign is over.

Release date

Ideally we would like to release the game for summer 2015, if stretched goals are met we will keep the same release date and create free patches or add-on afterward. We want to get tied on schedule if we want to satisfy our backers. Besides I can’t wait to play this game too!

Milestone demos

We will give an early access of the Milestones version for the backers who pledge at the veteran pledge and give you the opportunity to leave feedback to the team, give ideas and together make it the best possible product.

Rewards

We decided to stay realistic regarding the amount of money the backers can give and what a perk has to offer. We don’t have anything to give back that actually reflects amounts like 1000$ or 5000$, I’m not sure a live chat with any of us or a signed postcard worth so much money (besides my signature is really ugly). Also physical rewards cost money to produce and eat on the budget so we tried to limit these as well.

The highest perks are limited in number as they give the backers the possibility to be professionally part of the team and create some assets, earning a professional title in the credits, which in my opinion has some kind of value. However the backers still have the possibility to give more if they want, I’ll make sure to reward these people in an appropriate way too.

 Stretch goals

More levels (bonus levels), More creatures, extended and improved existing features, including more choice driven mechanics ideas we had in the beginning but that were left behind because of time constraints. Different endings depending on choices the player would have made during the game. Better depicted storyline and cutscenes, oh and what about a nice dragon as a boss level?

Developing for Xbox and Playstation could also be considered depending on how far stretched goals can go.

Help us get the game on Steam Greenlight!

Another challenge is to get our game greenlit on Steam. If that doesn’t happen, there is always other online publisher to get the game out, but we think Steam is the perfect platform to let a large amount of people to get to know about the game.

In my mind, there’s no doubt we can deliver a very fun and beautiful game, what do you think?

Risks and challenges

A good part of the project is already done and has been financed by myself. There are still of lot to do, but the R&D and prototyping part is already behind. From now on we only need to apply the formula we have developed.

The major risk is the lack of funding that will allow me to continue to work full-time on this project. Since I’ve already invested a significant amount of time and personal money during this past year (I went full-time indie since March 2013) I will complete this game for sure one way or another. The real risk is to release LoL with an important delay if this funding campaign fails.

The challenges are minimized by the fact most of the team isn’t new to the video games production. I myself am a veteran of the game industry for I have worked 10 years for video game companies and participated in other mobile game projects before starting my own company. Therefore we’re familiar with many aspect of the production, organisation and most of all we are familiar with working under pressure and productivity. Check our previous game Terrordrome – rise of the boogeymen to have an idea what we capable of with very little money and lot of creativity and passion.
Nevertheless the major challenge lies in delivering a good product, a game that is truly fun to play and bring a little something new to the scene. So far, the version we have tested proved that LoL concept is already fun to play and the team’s vision is worth developing it even further.

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    Pledge CA$ 2 or more About US$ 1.49

    * The observer *
    Name in the credits + Wallpapers

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    * The wanderer *
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    + Copy of the Land of Labyrinth game

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    + Start Playing with Sven’s Backpack (instead of satchel) - You can carry twice the objects. 8 items instead of 4. Makes the trip more comfortable.

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Funding period

- (30 days)