Scroll down, and you will know everything about:
- En français (a short translation for French speakers)
- What is Taxi Journey?
- Why you will love Taxi Journey?
- A team with a 20-year background
- The financial goal and the stretch goals
- Where does the money go?
- Currency conversions
- A few details about the rewards
Amis qui parlez français, vous pouvez activer les sous-titres FR dans cette vidéo :)
Taxi Journey is an original puzzle/adventure game in a universe that combines charm, humor and mystery. It takes inspiration from games such as Limbo or Machinarium but comes up with a very unique universe and original gameplay features.
Check out gameplay details in this video:
We love adventure games, we love platformers and we want to do something truly unique. We believe there is room for a side-scroller that focuses on the story and characters.
You will smile, you will laugh, you will
With Taxi Journey, we've been working really hard on the scenario. Yes, you'll solve some good puzzles and you'll push a few crates, but what is important is that you're going to have emotions and care for Gino and Zoey. We swear.
A unique gameplay
At first sight, Taxi Journey might look like a classic side-scroller platformer. But Taxi Journey is a bit different. First, dexterity is not a key element (though it can help in secondary quests). Second, you'll have to interact with the environment in a truly unique way. Gino can grab anything by its reflection. As for Zoey, she can catch immaterial things like electricity or sounds and reuse them later.
With over nine million games sold worldwide through prestigious partners (Ubisoft, Namco Bandai, Disney, Midway etc.), Lexis Numérique is one of the leading indie game studios in Europe.
The games we created (“Missing; Since January”, “Evidence”, “The Experiment”, “Red Johnson’s Chronicles” and many others) received many prestigious awards, including "Adventure Game Of The Year".
Windows & Wii U
To finish the Windows version, we need about $230.000. Thanks to the amazing
buzz we had these past 2 months (more than 16.000 fans on the Facebook page), we secured $100.000 with 2 distribution
partners. Hence, we still need $130.000. Here is how we're going to spend them:
We wanted to wait the confirmation that we could have FREE a Unity Pro version before announcing the Wii U. We don't want to push the stretch goals of the other platforms (especially for the PS Vita) and we needed to be 100% sure that the Wii U wouldn't impact our cost structure. Now, we know that we can port the game very fast and with no additional charges
In addition to the development cost, we've got to add the costs for the non-digital rewards (design, manufacturing, a part of shipping cost). We don't want to include these fees in the development budget and will finance them at our own expenses.
Mac & Linux
We need $10.000 to port, test and debug the Mac and Linux versions. Some good news: the new version of the engine we use (Unity) has a 2D environment that enables us to debug faster than we initially planned :)
iPad & Android tablets
We need to adapt the gameplay for touch screens, port the game, test and debug. This will cost $30.000
We strongly support the PS VITA and we believe it's a GREAT console. The community has convinced us to make PS VITA the 1st console we're going to develop on. We need to pay an additional fee of $40.000 for the engine licence (Unity). We also need $10.000 to adapt the gameplay, test and debug.
To do this version, we need to pay an additional $40.000 licence fee for the engine (Unity). We also need to add achievements, test and debug ($10.000).
To do this version, we need to pay an additional $40.000 licence fee for the engine (Unity). We also need to add specific achievements, test and debug ($10.000).
You select the T-shirt, the Card Set and the Artbook as stand-alones or in addition to another pack.
Risks and challenges
For over 20 years, Lexis has been developing PC, Mobile, PSN and XBLA games.
The last games we designed were adventure games (Red Johnson’s Chronicles and Red Johnson’s Chronicles – One Against All) as well as innovative gameplay called Alt-Minds, which has not yet been launched in the USA.
The main production risk is not a technical one but rather balancing and fine-tuning the game, which is why we regularly test versions at many stages of the production. Your feedback will be very useful.
We don’t make games just for us – we like to share them too and the best way to do that is to get you involved in the process as early as possible.
Learn about accountability on Kickstarter