This project will only be funded if it reaches its goal by .
Wolf Gang - A tactical RPG with a twist!
Wolf Gang - A tactical RPG with a twist!
Play as a band of wolves as they take control of the mountain using tactical turn based combat in a humorous adventure campaign!
Play as a band of wolves as they take control of the mountain using tactical turn based combat in a humorous adventure campaign! Read more
This project will only be funded if it reaches its goal by .
Wolf Gang is a turn based game inspired by tactical RPGs like Final Fantasy Tactics and Fire Emblem, but with a twist. With a unique rule set that revolves around the ability to change your own type and the types of your enemies, Wolf Gang subverts the rock-paper-scissors strength and weakness dynamic to deliver a new experience that presents a puzzle-like challenge.
Features of the Game:
- Accessible, pick-up-and-play objective-based combat!
- No character deaths! Combat revolves around a knock-out and recovery mechanic that keeps rounds interesting until the very last turn.
- A story-driven campaign featuring humorous characters, intriguing scenarios, and unique game-play elements!
- Tons of unlockables! Get your characters geared up by finding secrets to unlock different articles of clothing.
- Presents an additional challenge for completionists! Bonus objectives in each level really test your problem solving skills, especially if you want to perfect a level by getting all of the bonuses in one round!
You begin the game as Lucas, a lone wolf who is out on a walk when he stumbles across an outcast sheep named Otis.
Lucas, as wolves are wont to do, attacks Otis. Wanting revenge for being ostracized by the other sheep (and to no-longer be beat up by a wolf), Otis offers to sell out his fellow sheep in exchange for a truce. Lucas is happy to oblige, so the odd couple join forces.
As the story progresses, more animals join your party. As your party grows, the aspirations of your little band of misfits grows even larger, until the Wolf Gang decides they ought to take control of the entire mountain. Chaos unfolds as you make your way through every other animal's territory. Will the Wolf Gang be able to wrestle control of the mountain?
Wolf Gang is being developed in Unity, so we have pretty good flexibility with which platforms we can target. We'd like to be able to release a version on just about any platform that will take us, but until we can announce with confidence that we have access to the development resources for said platforms, our focus is on a PC/Mac version.
We have a short demo of Wolf Gang that is available to play on Mac and PC! You can take a hands-on look to see for yourself how the game is shaping up so far by playing through 8 different levels:
In Wolf Gang, each character begins the level attuned to a different element. These elements determine their strengths and weaknesses.
Attunements can be changed in the middle of a round to turn the tide of battle by sacrificing a turn.
When a character loses all of their health, instead of being eliminated for the round, they are knocked out for a set number of turns before recovering their health, and they take on the attunement of the opponent that knocked them out.
This creates an interesting dynamic where you must proactively control your own attunements, while being conscious of how you might change your opponents' attunements to your advantage.
The objective of the game is to take out the opposing team's monuments before they take out yours. These monuments are the spiritual anchor the animals use to attune to the elements. Without the power to attune, the losing animals must retreat and relinquish the territory to the victor!
Each level is packed with bonus objectives to provide an extra challenge. You can focus on one objective at a time, or go for the ultimate challenge of scoring all three coins in a single round for a greater reward!
One coin can always be found hiding in the scenery of the level, another can be earned by completing the level under a special circumstance, and another is earned by completing the level in a set number of turns.
Coins you earn by completing the bonus objectives in each level can be spent on gear that you use to customize your characters!
There is a clothing slot for heads, bodies, and one for accessories. Clothing is purely cosmetic, but there is a 4th equipment slot for badges which will offer players minor buffs or add a mechanic, similar to games like Paper Mario.
Norihiko Hibino has worked on many games that have been an inspiration to us, including the Metal Gear Solid series, the Bayonetta series, and Wonderful 101 to name a few. This presents a very exciting opportunity for us and we look forward to collaborating if this goal is met. Give a listen to a sample of his work below to get an idea of the kind of sound he'd bring to the game:
We've developed a level editor to streamline the development of Wolf Gang, and making it accessible to players is just a question of adding in-game UI controls to interact with the tools which would otherwise be dependent on the Unity editor. This would likely be available post-launch to avoid delaying the release of the core game.
As it is dependent on the level editor, this would also be a post-launch addition to the game. The multiplayer mode would include a whole new campaign which would be more tailored to take advantage of the cooperative element (but still allow for an AI companion).
Using the same features we developed for our cloud saving features on our past project Atoll You Can Eat, we can implement a level sharing interface so that players can publish their levels publicly.
Available in both digital and physical versions depending on your reward tier, you can get the full game soundtrack when the game launches! The physical version is in CD format and comes with CD case and liner notes.
Also available in both digital and physical versions depending on your reward tier, this art book will come packed with concept art, sketches from even the earliest prototyping stages, character sheets, and more! (Image is a mock-up, not reflective of final product)
Pick a species, pick a name, and design an NPC that you will face up against at some point in the game! This reward is subject to certain conditions: No characters designed to offend will be included (eg: no offensive facial tattoos or graphic imagery), no copyright infringement (sorry, no Garfields allowed), and it must be an actual animal, preferably one that would fit in the setting of the rocky mountains, but that is open to discussion.
Fancy yourself a bit of a fashionista? Then put your talents to work designing an unlockable outfit for the characters to wear! Outfits are made up of up to 3 pieces: something for the head (hats, glasses, devil horns, etc), an accessory (scarves, necklaces, a shoulder parrot, etc), and for the body (shirts, jackets, mechanical plated armor, etc). This reward is subject to some conditions, namely no copyright infringement, no hateful logos or slogans, and no graphic imagery.
Meet The Team
Lyon holds a bachelor's degree in music composition from the University of Calgary, and he plays the double bass in the Rocky Mountain Symphony Orchestra. When Lyon's not playing music, he's usually programming games or web apps, and you can check out some examples of stuff he's done over here.
Have You Worked On Other Games Before?
We've come to Kickstarter because we sincerely believe it is an important tool for independent creators. It gives more niche projects a chance to thrive in an industry where big publishers are becoming increasingly risk-averse. It gives fans a chance to take part in deciding what projects they want to see get made, and it allows them to be a part of the creative process. Additionally, backers are an invaluable part of development for small teams such as ours, as they can provide the ever-important quality assurance through their feedback from early access builds. That feedback is paramount to having a quality finished product, as developers are often too close to the work to objectively determine whether something is fun enough or too difficult, or not difficult enough.
What We're Doing With the Funds
Our development fund is pretty straightforward. Since the programming, art, and music are all being handled by us, we basically just need to pay to keep the lights on while development continues.
We researched other Kickstarter projects similar to ours to figure out on average, what percentage of funds raised (before shipping) is linked to physical rewards. Knowing the unit costs for manufacturing of our own physical rewards, we factored that into the average percentage of funds raised by physical rewards on other projects as our manufacturing cost. While shipping costs are added to pledges individually, shipping costs do go towards the goal total, so we made sure to factor that in as well, so we're not left with less money than we expected.
The 21% fees and taxes account for the Kickstarter fee, payment processing fees, and any taxes paid on the funds earned.
Lastly, the 4% licensing and equipment accounts for extra costs such as paying for Steam direct and access to other platforms.
Keep In Touch!
Risks and challenges
Most of the game's meat is developed. Some of the toughest hurdles, including the enemy AI and tools for level creation have already been developed. Most of the development going forward is going to be designing levels, scripting events, modeling and animation, and polishing everything to create the best possible experience. From a technical standpoint, risk is relatively low.
We will be keeping communications with our backers and the public open throughout development, to keep everyone informed. While roadblocks are unlikely, we will be clear and transparent about it. Other projects have had success with crowdsourcing solutions to problems, and we aim to take the same approach should any problems arise. Any expected delays to production would be communicated immediately.Learn about accountability on Kickstarter