A puzzle RPG with a focus on story, combat, and world-building. Gameplay influenced from Puzzle Quest, Scrabble, Bookworm Adventures.
PUBLIC DEMO NOW AVAILABLE
http://t.co/GQ3dFFJ2j2 - APEXICON PUBLIC DEMO 0.70
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RockPaperShotGun - "Why, if Subutai’s CLANG had been called SCRIBBLE and been about wielding pens instead of swords, we’d all be happily writing virtual reality letters to one another right now. Apexicon is a Kickstarter for a wordy game and the campaign page that opens with a torrent of namechecks, like a rapper making a comeback and thanking his crew."
IndieStatik.com - "Mandatory though it may be for someone who does a lot of writing to say, but a game in which words are weapons capable of taking down the heftiest opponents is rather appealing to me."
Pocket Gamer UK - "What's really impressed me about Apexicon of late, however, is the beautiful art and interface at the heart of the game. The overall idea isn't entirely original, sure, but the game has been polished to a very fine finish."
When I first set out to create games, I knew that I wanted to create something special. Something with a rich world, and humor to back it up. As I worked out general ideas for games, I came across one that seemed compelling to me - what if you could play an RPG with not match-3 mechanics, like Puzzle Quest, but with words, like Scrabble? This I had to figure out if I could do, and the early ideas of APEXICON were born.
Drawn eagerly into a spiral notebook, the first ideas and iterations of APEXICON's development happened here a short six months ago. Development has been furious and fast-paced since, and I've pretty much put several thousand dollars into this thing. Now's your chance to help me finish what I've started.
APEXICON is a game where you take words from a board of letters, much like a Boggle board, and match them to deal damage.
But that's not all. The combat, of course, is a big part, but there are other things I had in mind for the final game:
- Cross-Platform Saving - Own the game on multiple platforms? Have a game on PC, and want to play it on mobile? I'm working on making this happen.
- Male and Female versions of every class - Choose your gender with impunity!
- Full Town Management, Including Finding NPCs and Rebuilding the Town
- Customization of character down to skills, special passives, and equipment which you can use in battle to slay your enemies faster
- Full Voice Over Narration for major characters, text for minors
- Multiple Endings, based entirely on what you do and how you develop your town
- Intriguing story that delves into the rich lore
- Equipment can be leveled up, allowing you to unlock even more skills and special abilities, further specializing your character.
- Enemies who have AI that will try to fight off your skills and use their own
- Build friendships with your NPC friends in the town to unlock more secrets, sidequests, and various other fun things
- Spend INK, the game's currency, to unlock even more secrets
- Built for PC/Mac/Linux in mind, as well as mobiles
- And much more!
UPDATED AS I GET MORE THINGS PROCESSED!
SHIRTS WITH LOGOS
So, you've heard about the story. Well, what is it, you ask? Each class, the Wordsmith, the Idiomancer, the Plagiarist, and the Verbinator have their own story to tell, and they intertwine in the story. You may even cross paths with the other classes and control them for a moment or two in the story for a quick taste of how each other class plays!
In the world of APEXICON, everything is much easier thanks to the prevalence of magic words.The general idea people have that has been passed down through generations is the magic that suffuses words comes from Apexicon, the relic where all knowledge of words and literacy came from, since the dawn of time.
After a terrible war that occurred much earlier in the overall timeline, called the Punctuation War, where large groups of people fought over which punctuations added to magic words had the best effects, magic words were sealed away from the general populace, and an order was established to protect the people from their own ignorance. Thus, the Literati Empire was born. With the magic words being controlled by only the craftsmen, the elite, and the chosen few to wield them, man would not have to suffer through another war again...
Or at least people thought this was the case...
Your character begins the game differently based on your class. For example, the Wordsmith starts out by being chased by Literati Erasers, the "stormtroopers" of the empire.
After that, it gets weirder and weirder from there. It's up to you to figure out your class's motivations behind who they are, what the Literati Empire are up to, and find out more about the mystical relic, the Apexicon. All the while smashing enemies, solving mini-game puzzles, and engaging in setting up your own town.
A major character you'll keep coming across is this wily guy, Abin D. Antz. A play on the word "abundance", it'll soon become apparent why after you face him:
VOICED OVER by Jason Wishnov of Iridium Studios "THERE CAME AN ECHO" and "SEQUENCE" fame!
Yep, that's right. He's been "blessed" with a million lives, and after he dies, he just keeps coming back for more. Finding out the reasons behind why is central to the game's story.
My core thoughts for the game would be based around three big features:
- Huge emphasis on story-telling
- Extreme customization for combat
- Inordinate amounts of things to do or find (secrets!)
I enjoy games that have a lot of optional content that you can do, as I am a content glutton myself.. Do you love the ability to do a long side-quest chain that is entirely irrelevant to the story, yet has a funny story of its own, and rewards you with an equally silly, yet totally awesome item? So do I.
I enjoy customization on characters, having systems and things to make every character unique, and worth it. So I'm building the game with simple yet deep-if-you-want-it customization. On the surface, there's three skills you equip, then an offensive and a defensive slot. Past that, there's leveling up equipment, then unlocking new skills from that, and so on and so forth. It's all tied together.
AI in the game will not be punishing. Sure, there will be challenging bosses, but nothing you can't figure out by swapping your skills around and trying what works. There won't be a "solve this extremely hard riddle" to pass or anything out of the ordinary. If you can make words, you can do it.
I'm humbled by the ability to put your dreams online and have people share in your desire to make them real. It's why I went with Kickstarter, as it allows many people to view your idea, then take part in the process of creating it.
Through Kickstarter and your donation, all the money will go towards development of the game, no questions, no ifs, ands, or buts. I have more game ideas, but the polish and development of APEXICON is foremost in my mind. I want to make this a worthy entry into the Puzzle RPG space, and it's only going to get better with you guys behind me!
Though I've sunk a couple thousand into the development of the game already (licenses, art, music, engine, etc), I've turned to Kickstarter to get the most important resource: you. Yes, money is important too, but that already comes with your backing, and you are the one parting with your money in the first place. I'm looking to you guys to help me build something amazing.
This engine is HTML5 based. I absolutely love what it can do (which is pretty much 2D stuff at the moment), because I'm not the best programmer in the world. I know what I want, and how I want to create it, but the problem is that the majority of languages I have tried to learn are a struggle for me. So Construct 2 has allowed me to visualize the outcome I want from games, and create it with its intuitive event system. I have many ideas for the next games I want to create after getting to know this software's ins and outs.
Jonathan Meyer (that's me) -I'm doing the programming through Construct 2, the overall design of the game, and the various aspects of the story is created through my vision. Everything that could be developed for the game is passed through my eyes before it makes it into the game. And then possibly revised, over and over until I think it looks right. Polish is what I love and what I'm good at.
Scott Hitchcock - Music - I've been amazed at his talent with emulating various other game styles and his music is thus far been absolutely phenomenal.
Take some samples of his work below:
Lee Che - Her stunning artwork will be gracing the enemies, players, and characters in the game. Each one is handcrafted with emotion and awesomeness.
Like this guy:
Janice Kim - My ever faithful UI artist has been helping me get the UI just right so it's easier for people to use and make. She provides the art direction for the UI so that way navigation and accessibility are paramount. This goes for the PC version and the Mobile version.
All of this wouldn't be possible without those above helping me out. Now you get to as well!
TIGSource Devlog Thread: http://forums.tigsource.com/index.php?topic=34262.0
Steam Greenlight Page (In case you missed it above): http://steamcommunity.com/sharedfiles/filedetails/?id=190357043
Risks and challenges Learn about accountability on Kickstarter
The only risks I'm taking here is getting you, the supporter, on board with the project. It's a big deal for me to start this up, and I've done everything on my end to see that it is a real, living, breathing thing. My biggest challenges after the kickstarter is getting the art and story done, then all the mechanics, and voice over work on time, but I'll keep you guys updated every step of the way. It's the only way to communicate as a developer!
Have a question? If the info above doesn't help, you can ask the project creator directly.
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