Welcome to the second Kickstarter for APEXICON! We're excited to be back on Kickstarter for another try!
What does this mean for you, the backer? Well, this is a second chance for you to get in on the Apexicon ground floor. Our rewards are simpler, our energy is recharged, and we're excited to provide more in-depth analysis of the game (We've got Q&As, twitch livestreams, and more lined up during the Kickstarter!).
First things first though! We know you want to try the game, and we plan to DELIVER.
Here's the first ALPHA of APEXICON - Fantasy Puzzle Combat!
APEXICON Kickstarter Alpha Requirements:
- Windows XP/Vista/7
- 150 MB Space Free Required
- At least 1 GB RAM on your Video Card
- At least 4 GB of RAM
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Among all the RPGs that I loved to play, I would enjoy Puzzle RPGs because they merged the addictive feel of solving a puzzle to deal damage to your enemies. In regards to the original Puzzle Quest, where you had to match-3 orbs to gain mana and also deal damage to your enemies, I thought about the evolution of the genre.
What if you had a board similar to match-3, except it was all letters?
What if you could modify the letters and the board to work for you, and your enemies could thwart that? The concepts intrigued me - players could use their own lexicon to bring out the healing or damage needed to win combat. It turned their own knowledge of English (or other languages when we add them) into a weapon. Of course, that was the idea for Apexicon. The "apex" of a "lexicon" is a dictionary. It has all the words in it, or at least most of them. What if there was an artifact that created words that we didn't know yet, and held all the words we couldn't say yet? This is the basis for the power behind the artifact. Then the world itself spread from there.
We've even been backed by Steve Fawkner, who was the original Puzzle Quest developer.
Fret not, Non-English Speakers: A portion of APEXICON's funding will go towards translating into Spanish, French, and German!
We knew we wanted to make it so that when players attacked with their words, damage would visibly seen, and feedback would be felt. So when players hit the "attack" button, they will see their attacks carried out, and the enemy will receive damage, make an "OOF" noise, and then turns will change over. It's as simple as figuring out what letters on the board there are to deal out damage. You have as long as you want to take your turn, so there's no rush.
The game employs a definite turn-based system to accompany this, which allows easy tit-for-tat gameplay.
What about upgrading your abilities? What about gaining new items? Well, we took a look at other games, and decided against the usual Collect-A-Thon, get X amount of currency to buy Y item.
Everything in the game, from the items to the special attacks, is purchased and upgraded with INK, our unique currency.
Ink is gained after combat, after puzzle solving, and sometimes after completing storylines. It's our universal currency, and you'll want to manage it effectively.
Other features for the game:
- Cross-Platform Saving - Own the game on multiple platforms? Have a game on PC, and want to play it on mobile? We're doing that.
- Male and female versions of every class - Choose your gender, no problems.
- 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
- Built for PC/Mac/Linux in mind, as well as mobiles
- And much more!
MINI COLLECTOR'S EDITION!
- Soundtrack by Scott Hitchcock, our Composer!
- Huge Art Stills of Scenes in the Game to Download (See Below!)
- Collector's Edition Item, the Collectatron - which will allow you to gain information on your foes if you use it as a Defensive Item!
And more art!
After you pick your character class in the beginning of the game, the entire game's story is different based on that class. So playing through as an Idiomancer is totally different than the Verbinator, for instance. Some classes have stories that intertwine, others may pit you against the class you played before, and playing as other characters may come up. Things like this can be switched easily with the way the game is programmed, so there's lots of interesting ways we can intertwine story into gameplay.
Our goal is to have you feel like the story of just one character is part of a larger whole, encouraging replays.
Too often games will have characters and classes with largely the same story. We pride ourselves on being able to deliver a multi-part intertwined epic that players will want to experience all of it.
In the world of APEXICON, everything is much easier thanks to the prevalence of magic words.The stories have told since the dawn of time that the origin of magic words, which people have used to make their lives simple and easy, came from the artifact, the book of all words, the APEXICON.
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...
There are many quirky and interesting characters you will come across. Including this crazy guy:
Abin D. Antz. A play on words of "Abundance", it's easy to see why. His chest is tattooed with the word "million", which means he has a million lives. Allowing words to be put on people allows us to develop characters radically different than most RPGs entail.
VOICED OVER by Jason Wishnov of Iridium Studios "THERE CAME AN ECHO" and "SEQUENCE" fame!
We're absolutely thrilled with being able to bring another Kickstarter online for APEXICON. The first one garnered a lot of coverage, especially from RockPaperShotgun and various other indie outlets, and we can't wait to have more people get in on the fun.
It's ultimately up to you, the fans, to support us. We love doing what we do, but we love you even more.
The fans are what really make this project and all other indie projects shine. We enjoy every chance we get to interact with them, and can't wait to show more of the game off when we get a chance.
Scirra's engine has been amazing thus far, and adding Wii U development support is icing on the cake. With the support, we can confirm something we've been wanting to say for a long time now:
APEXICON will definitely launch on Wii U's eShop. We're already a developer, and we're working hard on the Wii U Version.
Jonathan Meyer, CEO, Programmer, Developer, Designer
I do all the heavy lifting when it comes to actually putting together the game. Using Construct 2, I've been designing Apexicon for almost a year now. I couldn't get the game into the state today without help from some of my other fellow developers, especially the composer, Scott, and Janice, who is my UI helper.
Scott Hitchcock, Composer, Awesome Guy, Hard Worker
Scott is the epitome of "gets it done". Task him with some music, and the flurry of his efforts will astound you. He has a knack for getting music together that breathlessly evokes the style and power in what you want out of the piece. His efforts are absolutely amazing, as you can see below:
Lee Che, artist, all around awesome person, amazing talent
Lee's art is what really makes the game shine. I give her a simple description, and she comes up with some amazing art to match the game's distinctiveness, using her own artistic design knowhow.
Janice Kim, UI Artist, Super Cool Gal
Janice came to us to help smooth out the UI and make it look friendly and professional. We really enjoy all the work she's provided thus far, and we'll be getting more work out of her yet!
Amber Lee Connors, Voice Actress (Dust: An Elysian Tail, among others), Female Wordsmith
Amber's strong voice is added to the list alongside Ben Britton, who's the male Wordsmith. We're extremely proud to have her, and she'll be doing a Q&A with us later in the Kickstarter campaign, so keep a watch out for that! Her voice adds a depth to the Wordsmith class that was only there before in writing. I'm excited she's aboard the project.
Ben Britton, Voice Actor, Male Wordsmith
When I first approached Ben, I was excited to hear his voice. It matched so well with the Wordsmith, that I couldn't believe it. It really sounded like the character was speaking, not just the art, and that was pretty amazing. His voice has a gravitas to it that allows him to emote in ways that I had wanted the Wordsmith to be: strong, youthful, and determined.
R. J. O'Connell, Voice Actor, Literati Erasers and Lansermaster
R. J. came to us when I needed a strong voice for the Wordsmith, but he had a better talent I could make use of: a villainous voice that would be perfect for the Literati Erasers, the group of knights that hunt you down in the Alpha. With RJ, I knew we had something big when his yells and cries to tear down the player were giving me chills. Thus the angry Literati Erasers were born. Fantastic voice actor.
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
As with the previous R&C with the original Kickstarter, the only risks I have is getting you onboard. I'm super dedicated to my project, and I aim to complete it one way or another. Your support of the project will just make it easier for me to develop without worry of features being cut for time or cost.
If setbacks arise, I promise to be upfront and clear about what is going on, so that way you, the backer, can get all the information straight from the source.
I also promise to keep direct tabs with everyone involved in the project. Developers should always be open to their fans and collaborators.Learn about accountability on Kickstarter
- (30 days)