This project's funding goal was not reached on June 1, 2014.
This project's funding goal was not reached on June 1, 2014.
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Möira is an old school platformer inspired by the early Game Boy years. Gaming has evolved so much since then, and now that we have the technology to surpass the Game Boy hardware limitations, we aim to expand the game to its limits while still giving the same feeling that we had when we used to play our beloved platformers back in the day.
In Möira, you’ll be able to explore the eight kingdoms presented in the story, every single one of them with its unique characters, enemies and bosses. Different environments will also come with new mechanics. One of the main features in this game will be how the player will be able to copy the ability of every enemy in the game.
As you progress, you’ll be able to memorize certain types of wisdom magic obtained from bosses or important NPCs. The puzzles throughout the game will require you to use various powers to advance. Secret areas will also be present, so watch out, every enemy in the level might be important somehow!
Another important feature in the game is the ability to combine powers you’ve learned. Not all the powers are combinable, though. Some enemies will only take damage from a specific combination, so, if you ever come into trouble fighting one of the bad guys, think outside the box!
The kingdom of Anemos has been well-known for centuries for its great wizards and sorcerers. Anemos reference in magic is Zeppeli, the High Wizard. His contribution to the magic world has been enormous, until one day he vanished without a trace, never to be seen again.
Legends tell that Zeppeli was kidnapped by an unknown assailant while finishing up one of his major spell books, the Sixth Horizon. Curiously enough, there have been many reports of people finding random pages of a book scattered across the eight kingdoms.
Rubick, a child prodigy in the way of the magic, is a fan of Zeppeli’s work. After graduating from the Mage School at the age of 14, he devoted himself to a rather curious branch of magic: wisdom stealing, which is the power to copy other creatures’ or people’s abilities.
After mastering his wisdom stealing art, Rubick marches into a quest to find out the truth about what happened to Zeppeli. This journey will teach him more than what he can learn from a book.
Gabriel Amoedo (Lead programmer and game designer)
Making his way into video game devving since he was 12 years old, Gabriel puts his trust in Möira, his first large-scale project. He has made many things related to this area of expertise in the past few years, like MUGEN programming, Skyrim and Super Smash Bros. Brawl modding, and many more.
Pik (Lead Artist)
Mario Nosoline (Original Sound Track)
Having graduated in Classical Piano and music theory, Mario grew up playing old style 8-bit games that inspires him to compose his electronic music nowadays. He also has an Electrical Engineer and a 2D animation graduation with a Game Design post grad. This gives him a multiple view of the different aspects of a game and makes easier the understanding of the game needs in terms of sound track. His work can be seen on his portfolios here and here.
Luiz Roveran (Original Sound Track)
Guitarist and composer, Luiz Roveran has a major degree in Music at the State University of Sao Paulo (Unesp). He has written and played different music genres that range from prog rock and brazilian jazz to classical music in his 10-year career, giving him different references and showing multiple points of view about music and sound. Also, he's a researcher of game music, publishing academic works and articles in Brazil. You can check his Soundcloud profile here.
Thommaz Kauffmann (Original Sound Track)
Thommaz has been studying piano since he was 16, he studies Composition at the State University of São Paulo (Unesp). Ever since he was a child, he has been interested in soundtracks, and now he's giving his shot at video game music. From chiptune to orchestrated, Thommaz can create a proper feeling and an unique impression for every game he provides his skills. You can check out his portfolio here.
Darren Hupke (Audio Designer/Editor)
Darren is a fresh-faced audio designer and editor. He recently finished an education in Recording Arts and has work on a few small indie-titles available on mobile platforms. When he isn't creating audio, he's reading (and writing!) comics.
Natasha Higa (Promo Art)
Designer and artist, Natasha works with games since 2010. She has been part of teams that developed and launched games for multiple platforms and has participated in enough Jams to realize games are just too incredible to be seen as just forgettable fun. She believes their greatest potential is based on the communicative and interactive relationship that can be created with the player and with his perception of reality around him. Her work can be seen here on her portfolio.
Marcelo Barbosa (Promo Video)
Marcelo is an underground cartoonist and animator since the 1990s with a degree in Fine Arts, His character Tcheco starred in one of the first animated TV series ever produced in Brazil. He occasionally creates new cartoons - and now video games - featuring Tcheco and his other characters.
Mounir Jemily (Community Management)
Mounir, more commonly known as BigSharkZ, is an aspiring 2D and 3D animator. Being also a pixel and realist artist, he has worked on many modding projects since a very young age such as programming and spriting for Earthbound and being in charge of Elite Smash Hackers, modifying Super Smash Bros. Brawl textures, animations, models and more.
Some of our team members dedicate themselves solely to game development. Since some of us do this for a living, we have to pay rent, expenses in food and etc by using the money we receive from projects like this one. For the money we're asking for this, we're sure we can deliver a quality product.
Another important matter regarding this Kickstarter is how we want to have a community behind Möira. The more people know about this project, the more we'll be able to polish it by receiving constructive feedback from our fans.
One month ago, we started building the game. Now, we already have playable levels with all the core mechanics included. We plan to release the game on February 2015 for PC/MAC/LINUX. For the people who got early beta access, we're providing it to you on December 2014. On March 2015, we plan to start shipping our physical goods to everyone around the globe.
Since the project is only one month old, there isn't much variety to show. However, all the core mechanics were already displayed on our Kickstarter video. As we progress, we'll make sure to update this page with new features of the game. Of course, we also want you to partake in this, after all, we're doing this game for you.
Choose the option that best suits your needs!
This section is reserved to showcase our physical rewards. We've already got the design of the first two T-Shirts ready and, soon, we hope to showcase our Physical Edition Box too!
The greatest risk of any Kickstarter project is that the product will not be released. We want the project to succeed as much as you do, so we already invested large amounts of time and money in Möira.
Möira is Onagro Studio's first big project, and because of that, we hired some talented people to ensure the game sees the light of day. For instance, our artists have already worked for some other big projects, like Mother 4 and Project M.
For our physical rewards, we're currently looking for partners to deliver them to you with the same quality that we deliver our digital rewards. Expect an update in the days to follow regarding this matter.
As for a Steam version, we'll be putting our game in Steam Greenlight soon, so we hope you vote for us to make sure we'll have a chance to publish our games on the biggest digital market. We're pretty confident that we can achieve that and that the game will meet your expectations.Learn about accountability on Kickstarter
Möira is being developed with Construct 2, a quite simple engine that suits our needs pretty well.
No, the Gameboy frame was put on the trailer just for aesthetics, it won't be in the final product.
Just like GameBoy games, Möira runs at 160x144. However, you'll be able to expand the screen without distorting the graphics.
Some of the platformers back then suffered with the same problem: cramped spaces. However, many of them used it to improve the game's difficulty. We want our game to be difficult, but we also want to give the player a better understanding of his surroundings. Because of that, we're currently reworking the game's FOV.
You'll receive a 3DS/Wii U copy by pledging at least $5!
- (30 days)