The Duplomatic allows you to analyze an enemy on the field and construct mind-controlled clones to fight for you! Sure, the cloning process requires crystals, but you can't put a price on watching bad guys beat each other up!
The Chronogear doesn't just look awesome: it also gives you a little bit more shield strength in story mode! (Not that you're planning on taking any damage, though, right? ;D) Even better, the improved Autohammer and Wrench-A-Rang fly a little bit faster in story mode. Every little bit helps!
Get a leg up on the competition with early access to the game when it's finished, plus access to periodic beta testing builds where you'll be able to try out parts of the game and give us your feedback and ideas!
You know that awesome feeling you get when the delivery guy shows up with a package you ordered? Treat yourself to a physical copy of Mr. Fiskers, and get that warm, fuzzy, Christmas morning feeling!
Plus, you'll still get digital versions of the game as soon as they're available, so you can get a head start while you wait on shipping!
Mr. Fiskers will feature music using the same bizarre, eccentric style as the demo, but with more variety and flavor! If music is as important to you as it is to us, you can snag a copy of the soundtrack in the collector's edition!
We're working with Chris Hurn, the same guy we worked with on Dillo Hills and Dillo Hills 2. Check out some of his awesome music from those games below!
Dillo Hills 2 - Medley
Dillo Hills - Full Score
A big part of this project is giving the whole thing a visual overhaul, and we're already hard at work updating the game's art - one golem, gadget, and level at a time!
The art book / strategy guide combines all of the game's gorgeous art with tips and strategies for the game. Get advice on how to tackle the game's challenge modes, and take a peek behind the scenes with concept art and development stories.
Ever wanted to be part of making a video game? We'd love to make that a reality! We'll work with you to design an enemy that will occasionally spawn from rifts in spacetime throughout the game. It can be a famous historical monster, some brand new beast of your own design, or even a cameo from another game! (As long as you're the author of that game, of course!)
We'll work with you to hammer out all the details, like what the enemy looks like, and how it behaves. We reserve the right to reject ideas that are inappropriate or out of scope for the game, but we'll work hard with you to try to make your idea work. One of the nice things about time travel is that almost nothing is too crazy!
If you're the engineering type, we want to put your gadget in the game! An old-fashioned gatling gun? An anti-gravity field generator? A cloning machine? A nuclear waffle iron? If it's crazy, we want it in the game. Crazy is awesome.
We'll work with you to hammer out all the details, like what the gadget looks like, and how it behaves. We reserve the right to reject ideas that are inappropriate or out of scope for the game, but we'll work hard with you to try to make your idea work.
Secret missions from all around spacetime will be spread out throughout the game, and we want you to help us design one of them! These levels feature fun minigames or mechanics that either replace or augment the standard gameplay, and we want to use your ideas!
Maybe the entire level has to be played with gadgets only, no golems? Or maybe you control WAD-BOT and his secret death laser the entire time while the golems build themselves? Maybe the only way to build golems is to scavenge for robot scraps and piece them together. Or maybe you spend the entire level calling in airstrikes and dropping bombs onto hordes of enemies, because explosions are fun - who knows!
Your level can come from any place and any time period, and it can include a new enemy or two (plus a miniboss version of one of the enemies), which will also appear elsewhere throughout the game.
For this tier, especially, we'll work very closely with you to make sure your minigame is something that can work and is in scope. We're happy to discuss ideas before you make your pledge, so if this is something you're considering, feel free to drop us a message to get the ball rolling!
We reserve the right to reject ideas that are inappropriate or out of scope for the game, but we'll work hard with you to make your idea work.
We want you to help us design an entire secret zone, complete with its own side story, big bad villain, minigame stage, and a gadget reward at the end! Your zone can come from any place and any time period, or you can mix and match levels from all over the place!
The secret zone will include 4 normal levels, which each include a new enemy or two (and a miniboss), plus the level mechanics and challenge modes. You'll also help us design a minigame stage for the zone, and a big boss fight for the final level. To top it all off, you'll get to design a gadget that the player will be rewarded with at the end. It should be something awesome; the player will have to work hard for it!
We'll work with you to hammer out all the details, like what the levels look and sound like, what the enemies and boss fights are like, how the levels behave (especially the minigame level), and how the player should be challenged in the hard modes for each level.
We reserve the right to reject ideas that are inappropriate or out of scope for the game, but we'll work hard with you to make your idea work. Please feel free to message us with your preliminary ideas if you'd like to make sure they're appropriate / in scope before committing to a pledge. We're always happy to talk!
$55,000 - Expanded Soundtrack
Right now, Mr. Fiskers is using some cheeky stock music we licensed for the demo. For the full game, we'll be working with Chris Hurn (the same composer who did Dillo Hills 2) to develop a completely original soundtrack for the game, in the same eccentric style.
Our budget will determine how much of the music we can have written from scratch, and how much will need to be sourced from stock. We'd like to give the game the full treatment: a distinct track for every single level, plus tunes and themes for the interface and story segues. We believe that music is a very important part of video games, so this is our first stretch goal!
$105,000 - 1v1 Multiplayer
RTS games like Starcraft and Age of Mythology are some of the biggest inspirations behind Mr. Fiskers, and we have been building the game with 1v1 multiplayer in mind from the start.
If we reach this stretch goal, you will be able to compete head-to-head against other players, by sending creatures through a wormhole into their world and building golems to protect yours! In this mode, golems, upgrades, and creatures will need to be researched in real time, so you'll need to carefully balance your resources between offense, defense, and research!
$155,000 - Tablet Support
The engine already runs on mobile devices, but developing content for multiple platforms means lots of extra work. If we can reach this stretch goal, we would love to release Mr. Fiskers for iPads and Android tablets!
Justin Smith is the game's programmer, designer, and project lead. He also handles most of the game's sound effects, and helps with animation, special effects, and interface art.
Justin works as a programmer in Indianapolis, and build games on the side. His previous work includes Dillo Hills 2
(with JP and Chris!), which won 1st place in the PlayerIO EGA 2013 contest, and was one of Kongregate's top 10 games of 2013.
JP Tiangco is the game's artist, and is responsible for all the golems, enemies, levels, and a good deal of the UI and special effects.
is a composer from Wellington. In addition to scoring commercials, short films, and other games, Chris worked with Justin and JP on Dillo Hills
and Dillo Hills 2
Our previous games have been funded through advertising, sponsorship, and in-app payments. There's not necessarily anything wrong with those methods, but they force us to do certain things with our games that we don't want to do with Mr. Fiskers, like put content behind paywalls, or pester our players with annoying ads and popups.
For Mr. Fiskers, we'd rather do things the old-fashioned way: you buy the game, and you get everything that it has to offer, uninterrupted. We don't want to lock essential elements of the game (like units, gadgets, or lawn mowers) behind a paywall.
As you can see, the lion's share of the money raised through Kickstarter will go straight into content development. Finishing the game is obviously the most important part of the plan, and we've budgeted accordingly.
The engine is already built, which means most of the remaining work is simply adding content: new levels, enemies, gadgets, and boss fights. There's a lot left to do, but we're at the stage of development where the game's skeleton is already finished, and we're starting to add meat to it. That's the fun part!
Fees, Legal, and Taxes
Right off the bat, Kickstarter and Amazon take a cut of the funds raised. This usually works out to about 7-10% of the total contributions, but it's a small price to pay for getting the game funded.
After those fees are paid, we only need to set aside a little bit of the remaining money to cover legal fees and taxes. A lot of our legal expenses have already been taken care of from previous games, but we've allotted ourselves a legal budget, just in case anything unexpected comes up.
A small part of the budget has been set aside for any licensed music, audio, art, or software needs that pop up over the course of development.
Again, we're really trying to minimize our expenses as much as we can, so that we can invest most of our time and money into the game itself. Almost all of the software we use is either free or already paid for, and as much as possible, we try to work with appropriately-licensed creative commons material when/if we need to use licensed audio.
We've also been very careful not to hamper ourselves with physical rewards that are disproportionately difficult to deliver, and we've budgeted accordingly.