$388
pledged of $200,000pledged of $200,000 goal
13
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Sat, February 6 2016 7:35 PM UTC +00:00
OviManicBy OviManic
First created
OviManicBy OviManic
First created
$388
pledged of $200,000pledged of $200,000 goal
13
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Sat, February 6 2016 7:35 PM UTC +00:00

About

A 2-D adventure platformer set in a world meant to be a beautiful and perfect utopia for the peaceful inhabitants living there. However, an invasion from an otherworldly empire made the utopia their domain whilst capturing and keeping most of the inhabitants encaged in cells. What makes matters worse, the guardians who were supposed to protect the inhabitants have now become brainwashed henchmen as well as energy sources to the invaders’ primary stronghold.

The player takes the role of a fox sprite born to demolish the invaders’ stronghold and set her race free from the empire’s clutches. Unfortunately, there is a bounty for fox sprites which grabs the attention of every civilian, soldier, and leader of the empire, but it’s the player’s choice to whether sneak through the empire sights or go in eggs blazing!

The game takes the fusion of Donkey Kong Country, Metroid, with a hint of stealth combined. DKC in terms of World Map structure, Metroid for level structure and power ups, and stealth for the enemy behavior.

Levels are built almost maze-like with multiple branching paths, but the levels’ primary objective is to simply reach to the end. How exactly is up to you as wary enemies, obstacles, and hazards both natural and artificial will constantly keep you on your toes. Being cautious is key since there are no such thing as “extra lives” in this game.

Every level is a mini journey organized by an expanding World Map: meaning, they each have their own score system which most portions of the statistics won’t interfere with other levels other than one crucial exception. Finishing a level will result to having all the progress done within that level into a collective level score which only the highest score will be saved and overwritten: basically, think SMW2: YI in terms of progress structure. Levels will always begin with a clean slate. Levels are planned to be as long and as spread apart as say a stage in Super Metroid, so there will be a lot of content for just a level, but leave the level prior to finishing and it’s goodbye to all progress done from that level. Note: The game auto-saves every time the player leaves a level.

The Player

The Sprite
These Fox Sprites are the heroes of the story. Born from eggs, their life mission is to invade and destroy the invaders’ head fortress by defeating the guardians powering its defenses. They are capable of walking on their hind legs, running on all fours, climbing ladders and ropes, and lifting, throwing and kicking objects half their size. They hatch as children and requires feeding to reach adulthood by finding and/or stealing any morsel they can find.

As Adults, they don’t fight in the traditional matter, instead they attack by spewing fluids, or firing defecated substances at their targets. And finally, their most prominent ability is reproduction. To make up for no extra lives, the adult sprite must consume certain morsels in order to produce and fire eggs of multiple kinds: One kind serving as a single-use Checkpoint System, and another being a potent, one-hit knockout cannonball!

The Enemies

Enemies: Group A

These invaders made your utopia their home, and they have no plans on leaving any time soon. They are sorted by race with each being given jobs based on their abilities. Though it’s pretty obvious as to what type of A enemies they are by simply looking at their quirky designs, how they behave on the other hand cannot be predicted by simple assumptions. Eight times out of ten, they will chase the sprite once they have her in their sights. They also cannot be shaken off so easily as well as simply escaping their sights by passing through rooms (why is that unconventional in game design?). Each type of enemy will have a traditional method of attacking that the sprite could probably exploit; however, smarter versions of the enemies will have their own ways of countering as well.

Type A: Simple Ted
Profession: Scout / Soldier

Napoleon-complex incarnate, Simple Teds are quite the loud, aggressive, and surprisingly abundant of folks. They are the fastest among invaders: being able to outrun a Sprite without much issue. Covering their Spade-like hands are a pair of bright red punching gloves built to send sprites flying with just a single hook. They are not the sturdiest of beings, and are quite susceptible to elemental hazards; but, they are also not built to file insurance policies, so the empire is not in much of a hurry to add any safety regulations.

Type B: Stoner
Profession: Mining / Landscaping

Living most of their lives underground, Stoners are what builds the empire’s entire foundation. They may seem slow, but they should not be trifled with. With their stone helmets, they are invulnerable to any projectile and hazard; and if they happen to lose it, their bodies are still immune to elemental attacks, and takes quite a few projectiles to simply knock out the dopes. Despite their stern and confident appearance, their faces tell a different story when an active explosive is snuggling right next to them.

Type C: Kattnap
Profession: Industrial Management / Industrial Operations / *Unknown*

Seems nudity to these creatures are far too primitive for their blue collar standards. Kattnaps are ordered to work in factories to make and ship god knows what for the empire. They are inquisitive, and they will often stop to operate a switch or two even while they are chasing a sprite. Kattnaps are not as fast as Simple Teds nor as tough as Stoners, but they cover a lot of air with their strong legs and rubbery caps. These nocturnal specimens prefer the dark more than the light as the light will leave them nearly blind. That combined with working alongside gears, crushers, and circuit breakers, many fellow workers may have to change their shifts to janitorial service.

Enemies: Group B

They were servants to the guardians who once organized and protected the world long before the invasion, and now… well, they’re still servants to their guardians, but they’re definitely not protecting anyone. B Enemies are brainwashed, so they do not have as much freedom in terms of control as the A enemies; yet they serve just as much of a threat. Even though they are now dumb as rocks, they always live in the area they’ve once protected, thus giving them the home-field advantage against any intruder.

Type A: Creepie

They are the worst things imaginable! They will give you nightmares, and just the mere thought of them will give you eternal torment! Avoid them at all cost! Just hide and do not look at these despicable creations! Fecalphobics Beware!

Type B: Weaver

Though they are spiders and their names seem pretty obvious, you will not actually witness any form of weaving from them. Weavers are normally calm… that is until they spot you; then they go hopping mad! They can float on water, so jumping from land to pond to land is a breeze for them; unfortunately, it won’t be the same for you.

Type C: Platsmin

A flower with eyes and shoots seeds from the bud…. A BRILLIANT AND ORIGINAL DESIGN!!! Sarcasm aside, for being frenzied servants, Platsmin are actually quite clever in comparison to their arachnid cohorts. They can throw their own buds to empty stems to serve as both a projectile and to cover more ground. Some will go as far as to uproot themselves and use their leaves as propellers to become organic air drones.

The Bosses

Bosses: Group B

It’s rather tragic to see who you have once trusted could be easily manipulated by a force comprised of beings that are under a forth of average human height. Against their will, B Bosses are the energy sources to the invader stronghold’s primary form of defense, and they must be defeated one after another to weaken the stronghold’s power. Apparently, most B Bosses always had their base of operations between landmarks as if they also had border patrol as a side job. Just by looking at their “silhouettes”, you can tell that they’re all female. Well, I’ll tell you one thing, it was never an aesthetic choice…

Bosses: Group A

Forget about the two in the background because even in the final game, they will not be seen for a while. A bosses are unknown bosses required for finishing the main campaign; however, it is also unknown as to where they are located. Tedsla is that one super-easy tutorial boss that you will have to face every time you start the game, but cherish that moment because the next time you will face an A boss… quick question, is your computer insured?

Here’s the thing, when you see a game meant for much, much older audiences, like those doujin Japanese games and such, do you think those games are a little…subpar? I mean, I get why the games are downloaded, but they are often “used” once and thrown in the waste bin like a tissue after a bad single’s night. The gameplay is rarely if not at all engaging, and some games even use deaths as a reward… might I ask why?

Despite how it is perceived, this project is focused primarily on gameplay: meaning a box has to move so buttery smooth before it becomes that little vixen you see in the campaign poster. It is obvious that the game must have the player be able to control the sprite smoothly and comfortably before any assets are applied; nevertheless, the project’s focus is not just the player controls, but also enemy A.I (A Enemies being the utmost important). Raunchiness aside, the target focus for this project is “The relationship between the player and the enemies”!

Tiers

For Base A enemies, tiers are difficulty levels for the enemies’ intelligence. If implemented, every enemy type will have a low, medium, and high tier.

Low Tiers: Prone to making mistakes

Medium Tiers: Doesn’t make many mistakes, may counter, dodge or reflect attacks

High Tiers: Will never make mistakes, will counter, dodge, and reflect often

Variants

Variants are alternative versions of an enemy type.

Gran Ted: A giant, impervious Simple Ted

Griever: Stoners who craft and chuck tools as weapons

Dirttnap: Kattnaps with a deadlier method of attack

These three variants are planned to be implemented in the game regardless of stretch goals. Reaching 350k, every A enemy will have at most three variants.

B enemies will also have variants, but they will count as separate enemies.

Items
Items are prearranged to be part of the project, but how many items will be developed will depend on the stretch goals.

Health Items: Recovers health, a-doy!
Stamina Items: Recovers the capability to fire projectiles, think Magic Meter!
Weight Items: Fattening Items meant to make Child Sprites grow and Adult Sprites reproduce.
Power Items: A Temporary Power Boost.
Special Power Items: An Unlockable Power Boost.

Treasures: Items used to boost scores, unlock info, and special power items. Note: Scores are intended to be an unlocking method for finding alternative levels.

Challenge Levels

While normal levels’ main objectives are to reach to the end, challenge levels have specified objectives other than such. Challenge Levels are going to be levels by themselves rather than a revisiting level, and the game’s file must collectively have a high enough score to unlock them. The one universal rule for the Challenge Levels is sprites cannot reproduce checkpoints.

Bonus Levels

Levels simply meant for score boosters. A bonus level can only be entered once, and the level ends by either completion or death.

Rewards


Traditionally, all larger pledges will receive prior rewards included as a full package.
Ex: (Pledge $30, +Game +Soundtrack +Digital Wallpaper)

For rewards, the campaign will offer alternative choices for the backers, so they can choose regarding their preference. It’s highly recommended for Backers to go to Backerkit to specify orders and include add-ons for their packages.

*Backers are able to change their package type (Trial or Release) and the color of their orders until a week before the demo’s release*

Trial Package (Est. Send Date: 2-4 months after the demo release)
Trial Backers will receive content based on the promotional cast of Project Ovary.
Color Options: Red, Orange, Blue

Release Package (Est. Send Date: 2-4 month after the final release)
Release Backer will receive content based entirely on the final game.
Color Options: Red, Orange, Yellow, Green, Cyan, Blue, Purple

Add-ons

Tech Decor + $10 per set

+ 3 Color Decals
*Trial and Release items will be different*
*Limit to 10 sets per Backer*

Sprite’s G2P + $255 per set

+ Color Items Package (+5 Items)
*Separate Package (+Shipping Cost)*
*Trial and Release items will be different*
*Limit to 6 packages per Backer*

Canvas Sprite

As a treasure item, strange Sprite Eggs can be found in random levels that hatch once collected. These Sprites will be used either to increase score or to find special unlockables. Backers who pledge for this will be able to design an egg, the sprite inside, and a quote the sprite will say after she hatches. Backers will be credited for the design of the Sprite. Regardless of package choice, Backers will receive forms for the designs a week or two after the demo’s release.
Note: The designs must be approved before it will be implemented into the game.
Backers of this tier will also be sent a poster presenting all fifty hidden sprites. For Trial Backers, the poster will be included with the Guidebook.

Budget

Taxes- Self-explanatory!
Startup- Many resources are required before beginning the project’s development: office tools, rent, licensing, legal arrangements, etc.
Funding Fees- Seems a little much for fees from Kickstarter and BackerKit, but it should also cover Stripe transactions between them.

Risks and challenges

For a 2-D platformer, it is an extremely ambitious game in more ways than one. Regarding the fact that this is the first game project for the company, it is also a game meant to break a few standards in the gaming media. Of course, not many are going to accept this idea; in fact, the content of this game will discourage many people into buying it. Nonetheless, it’s making and releasing the game that is the absolute motivation, not the profit after the game’s release. Making good games, and having creative freedom are the reasons why this starting company is campaigning this project to Kickstarter.
Making games may seem fun in concept, but just like any form of work, there will be road bumps, many road bumps. Doesn’t matter if you’re a novice, or a professional designer, something unsuspecting and seemingly nonsensical will happen during development that will be headache inducing until the problem is either resolved, ignored, or the entire portion of the project had to be undone and reapplied with different solutions. Development will be a rough process, but for a project that has been written down and focused upon since 2010, it will be done.

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    Hearty Thanks

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    Sprite's Bed and Book

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    Invader's Insignia

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    Canvas Sprite

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Funding period

- (30 days)