- - S҉́͏̧ţ̸͞͞r̛̀͟e̡̛t̵҉c̷͢͟h͘͏́ Goals - -
More Dev Time
Hire A Second Artist
500 Years ago the demon sorceress Abys was sealed away beneath her fortress by 4 legendary heroes and a 5th forgotten one. Over time, no longer held stable by Abys' magic, the fortress sank into the earth, becoming a haven for foul creatures, dark magicks, and the refuse of the Over-World. The fortress, now deep beneath the earth, became known as The Catacombs, and kids from all over found themselves drawn into its shadows - seeking riches, power, knowledge, and escape. Now, coming-of-age ceremonies and criminal sentences alike all revolve around plumbing the depths of The Catacombs, and the legend of Abys has been all but forgotten. Some say she yet sleeps in the dark below, the seals that keep her contained growing ever-weaker.
Catacomb Kids is a procedurally generated platformer, with an equal emphasis on quick reactions, tactical engagement, and strategic character growth. Wield swords, spears, axes, and daggers -- unleash powerful magicks to burn, freeze and poison foes with -- overcome traps and beasts both deadly and unrelenting.
The goal is to make a game that is streamlined but not "simple"; a system where basic elements interact to create complex outcomes and stories. Lure monsters into combat with one another or take advantage of environmental hazards to trick your foes into their own bloody demise.
Or maybe just face them head on, tearing through enemies with the magical might of a hurricane, or as an unstoppable manifestation of brutal physical violence. Each Kid is randomly generated to guarantee a unique experience every time, but from that starting seed you can grow in whatever direction you wish.
Currently the game is about 18% complete, featuring a handful of enemies, tens of item prefixes and suffixes, and over a dozen spells. But it's missing the many items, enemies, bosses, environments, and elements of progression that will transform it from a neat little distraction into a proper and finished game.
That's where you come in. The money raised through this Kickstarter will allow me to focus fully on the game for the 8 months I project are needed to turn it into something truly great, and to pay for the music to go with it. I've been working on the game between work for the past few years, meaning it's always taken a backseat to clients so that I could stay fed. With your help, I can alleviate my other worries to focus on the game: I won't need to take on any more jobs during the game's development.
And of course a small amount will go to making and delivering some of the amazing rewards I have planned.
Funding over 100% will go towards:
Hiring A Second Artist
Over the past 5 years I have worked as a freelance pixel artist and animator on many games, including Thor DS, Epic Mickey: Power of Illusion, and the upcoming Adventure Time game, Adventure Time: Explore the Dungeon Because I Don't Know, among others. While these were all great and valuable experiences, the desire to create something wholly my own was an ever-present reminder that, on these projects, I was just another small part of a much larger process that would happen with or without me.
In late 2009 I started Catacomb Kids as a spare-time project between school and work. After showing it to a few people and becoming engrossed in it over winter break, I realized that I loved making the game as much as people loved playing it. After a time I began to work on the game more seriously, but work and life in general - as they often do - made progress on the game very slow. The game was getting made but it would take another few years to finish at this pace.
Finally we arrive in the Now: I'm ready to commit to finishing this game. My vision for it is as clear as ever, and my passion for the project is a roaring flame...but I need to be able to focus on it fully if I hope to finish before another 4 years goes by, and I can't do that without your help.
Part of the reason for this Kickstarter is to enable me to pay my musician, Stevie Hryciw, to compose the soundtrack and audio effects for the game. He will be responsible for imbuing the game with its vital signs; the heartbeat of the Catacombs that you will hear from within its cold halls. You can hear his music in the trailer you see above.
So you want to be certain I won't blow all your generosity on booze and cars? Well rest assured, I'll break it down for you:
50% of the funds will allow me to produce the art and code needed to complete the game.
20% will go to my musician to pay him for his hard work and mad skills.
15% will go to Kickstarter+Amazon fees and additional taxes.
10% will allow me to deliver to my backers all the amazing rewards I have planned.
5% will go to marketing and promotion.
Naturally, I have tons of rad rewards in store for backers! Each reward tier includes all rewards in the tiers preceding it.
1 - note that champions will be challengers and NOT playable characters
2 - within reason: nothing sexually explicit or insanely complicated.
Catacomb Kids is on Steam Greenlight!
Vote to help us get on Steam!
And now for some actual screenshots:
Risks and challenges
Life is a thing that happens a lot, and frequently, to almost everybody. It can get pretty wild.
Any delays or setbacks to the game's development will be announced openly and as soon as it becomes apparent that there's a problem. We will try our best to deliver a quality product on time, but if we do somehow miss the mark I'll rather err on releasing a quality product a bit later than to release a bad product soon.
That being said, if there happen to be any more permanent setbacks - I mean like really serious stuff, medical emergencies and that kind of thing - I'll make every effort to release the game in some form or other, so that the world may behold what you all believed in so strongly enough to support me with your dollars.
Basically, no matter what happens, as long as I reach my funding goal this game will never not come out, even if it takes a little while longer.Learn about accountability on Kickstarter
- (30 days)