UPDATE 25/03/2015: "Noodlestarter!"
We didn't get enough funds for a successful Kickstarter, but we're coming out strong with Plan B. Long story short: the support and exposure of this past month has been inspiring, and we'll continue development on Cadence as a smaller, tighter project funded by pre-ordering from our Noodlestarter page -- secure this project's future by feeding us noodles!
Your first moments together with Cadence will be about exploring the simple mechanics which lie at the heart of the game. By making connections between nodes, you create pathways in an effort to solve puzzles. Solutions are correct once they form a loop or cycle that can continue forever.
Whilst playing Cadence, one of the things you will notice is the simple elegance. Minimalist design cues and finely-crafted controls banish distractions and allow you to lose yourself. The rules start out simple, but as you’re drawn deeper a wonderfully complex set of possibilities emerges. You'll soon realise that problem solving can lead to entirely novel outcomes, allowing simple scenarios to yield multiple solutions.
If you're a Youtuber or press (no matter how small) you can request a copy of the game by emailing firstname.lastname@example.org
The gameplay in Cadence is already incredibly rewarding, but when combined with sound it creates one of the most astounding qualities of the game. Every element in the game generates a tone, so by solving puzzles in novel ways you're essentially building music!
Cadence wants you to have as much fun as possible with the sound you create. We've borrowed heavily from electronic music -- in fact, synthesizers are baked right into the game. This means that you can effortlessly shape and manipulate the sound while it’s playing. Drums and bass also enter into the mix, rounding out the options available to you.
We've poured a huge amount of effort into making a great game, and while we’re not quite there yet, we're proud of the results so far. It's the best of Peter’s vast sound and programming knowledge, and Rodain’s experience with making great puzzles (as with his last game, Desktop Dungeons). But the whole time we've been working on the project, there’s been an ambitious question gnawing away at us.
With all the elements in Cadence, might it be possible for us to build an entirely new way of making music? Could Cadence be a creative tool that anyone can use -- novice or maestro?
As a first step, we need to make it possible for you to create your own levels and compositions using Cadence. And of course, creating anything means that there needs to be an easy way for you to share that with the rest of the community ...
Beyond this, we've got several ideas on how to include more music theory and production without losing the intuitive appeal of Cadence. And as for what sounds and synthesizers might eventually find their way into the game, that really depends on how involved you want to be!
By participating in the Beta you’re helping us make Cadence the experience you want it to be. Seeing what you make will help us figure where to focus our efforts and discover how deep this rabbit hole goes. We thoroughly look forward to being part of a spirited community of creators, and being inspired in ways that we never could have imagined.
Breakdown of funds:
Peter spent half a decade as a studio-rat recording music and working with sound gear. He then accidentally fell in love with programming, and has since spent his time making games and other digital things, ultimately founding indie studio Made With Monster Love.
Rodain joined the crew in 2014 to judge Peter and loom over his shoulder while incessantly asking questions about music theory. Rodain has background in game design, having created the IGF award-winning Desktop Dungeons.
White screen print on charcoal grey fabric. Please note the final product might be slightly different front what appears in the image.
The design of the poster has not been finalised yet, but we've commissioned the ultra-talented Jeanne Fourie to help us out. It's going to be awesome, but if you're still wondering you can see samples of her work here and here.
Risks and challenges
Making a simple game is a complicated task, especially in the case of Cadence, where there are so many moving parts. And as with anything of sufficient complexity, the biggest risk is that the game will simply take longer than we anticipate. It's almost certain that there will be unknown pitfalls and gotchas that we only discover once they've already made themselves known, and these are very difficult to account for even though we make provisions for them. We've been wrong before on how long Cadence would take, not to mention the fact we are but two humans working on this.
However, we've been working on Cadence for a long time now. This means that the pool of unknown variables is much smaller than it used to be. We have an intimate knowledge of where the pitfalls might lurk, a clear vision for the game we think Cadence should be, and most importantly an idea of the path we need to take to get us there. This makes us confident that even if the worst happens (what if we DON'T have a complete game by the end of our Kickstarter funds?), we'll be in a very healthy place to start with early access and continue earning the money necessary to get us across the finish line and make Cadence a reality.Learn about accountability on Kickstarter
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