A brutal platformer roguelike that pits you against the deadly Catacombs aided only by magic, steel, and your quick reflexes. Read more
This project was successfully funded on December 11, 2013.
The Distance - 100% and Beyond!
BAM! 100%! You guys are seriously amazing! I am floored by the amount of support I've gotten. It's nuts!
Now that the initial goal has been reached I feel it's time to lay out a bit of what's in store for the future of the game beyond this first 100%.
Gonna be honest here, I'm not really a fan of stretch goals. They are a great way to maintain interest and drum up extra support, but I feel they often lead to a sort of bloating of the original concept and potentially lock people into obligations which may not be in everybody's best interests. The game I had in mind with the initial funding goal is basically the game I've wanted to make all along, and there isn't much I can add to that vision without feeling like it's a somewhat disingenuous attempt to keep peoples' attention while diluting my original intentions. I don't want to fall into the trap of "so much money, do ALL THE THINGS!" and end up tripling the development time, or risk turning the game into a directionless mess as I scramble to keep promises I shouldn't have made in the first place.
With that being said, there are a small number of goals for the game that I would love to achieve - ones that I feel neither stray from the original vision nor will be superfluous expenditures:
Oh, ho-ho! Quite a few people have been requesting a co-op mode and I must admit it's something I had thought about even before this Kickstarter, but sort of passed it off as 'wishful thinking'. With all the attention the game's been getting lately though I've revisited the idea, and the more I think about it the more sure I am that it's worth doing. The thing about it though, is that it would take a bit more time to implement and balance and make as fun as possible an experience - at least a couple months, on top of everything else - putting me over the stated time-frame and budget. This brings us to the second point:
Additional Development Time
I want to make this game as good as I possibly can. Of course I will try to achieve this regardless of the time-frame, but being able to put more time into the game will allow me to polish it to a high shine, to go back through and make the bosses more fun, the levels more varied, the animations snappier. Maybe even to do some of the kinds of things stretch goals normally promise (more levels, more classes) or maybe to just tweak everything until it's juuust right. Don't get me wrong, this doesn't mean I'll be working on the game for another x years - I'm still aiming to finish the game in 2014 - but it would let the game evolve without me stressing out about wasting a day or seven on a feature that doesn't pan out.
Let's face it: until I complete my cloning machine, I'm only one guy. Stretching myself between art, code, and design is a pretty difficult role to fill, and I could definitely use some help to lighten that load. Bringing on another artist would ease things up on me considerably and allow me to focus my attention elsewhere, speeding up development and letting me flesh out the game even more fully than if I just go it alone.
I've gotten quite a few requests for more definitive Linux support, and I most definitely want to oblige. Believe me I want to see this game on as many platforms as I can, Linux included. Unfortunately due to the tools I'm using my options are limited at the moment to PC, Mac, and Ubuntu Linux (and maybe Ouya?). I'd need someone else to port the game for more comprehensive support on Linux and beyond, as I'm not very well versed in the sorcery of porting. I would rather spend my time on making the actual game than trying to recode a version or three that will run happily on every platform.
Any additional funding beyond the initial 100% will go towards achieving these extra goals. As far as I'm concerned, they're all high priority goals, and I will do my best to bring them to fruition if given the resources. They don't have hard dollar numbers next to them because I'll be tackling them as they come and funding them as necessary, but the money will all go directly into making the game as good as I can make it. I will accept nothing less.
Thank you again for all your support, but there's still much more we can achieve!