You play as Bolt Riley, a poor boy from Trenchtown, Jamaica, on his pathway to stardom.
Bolt is struggling to survive and has to deal with a gang of Rude Boys. You go through a journey of self discovery, of love, friendship, and inspiration, where you are introduced to Reggae music, you have to form your band, get inspiration, write and produce your songs and then perform them.
The story consists of three parts each focusing on a different aspect of Bolt Riley’s passage into becoming a Reggae legend.
This is the true story of the underdog who breaks out and becomes a worldwide sensation.
The game features hand drawn 2D background artwork and hand drawn cel animation. It combines all the elements of a classic point and click adventure game and includes funny dialog puzzles, exploration, wacky inventory items, and of course, a rope.
We introduce a sort of second inventory, where Bolt can use special Inspirational powers he learned during his journeys. This is similar to how spells worked in the later Quest for Glory games, where you had a separate inventory for spells.
We also want the game to be fully voiced by professional voice actors like I have done in my previous game Pizza Morgana. More on that, later.
We're thinking of a bunch of unique features, one example is cloud-save where you can have the ability to save your game on the cloud so that you can continue playing the game where you left it, no matter which platform you’re playing on. Start on your PC, continue on you iPad, and finish it on your OUYA.
The game was built as independent chapters. Each with its own unique stand alone story, and serve as sequels to one another. Right now we have Chapter 1 in a playable Alpha, while Chapters 2 and 3 are almost fully designed and partially drawn, animated and coded.Backers will get all the chapters of the game that will be made with the campaign's money.
The game is made with the amazing Unity engine and will be available on any platform we can export it to, like I have done with my previous game Star Shipping Inc.
Game availability depends on the final sum we will raise. The basic funding goal will let us start with the desktop versions (PC/Mac/Linux) of Chapter 1, as desktop is the easiest to develop for, without spending too many resources on platform optimizations, and soon after we will add OUYA as part of the Free The Games Fund which we applied to, so we can increase our budget and make a better game, all in exchange for an exclusivity period. All money received from the Free the Games fund will go directly into reaching stretch goals.
Afterwards, we hope to get this game to any additional platform we can: Steam, Humble store, iOS, Android, Windows 8 store and Windows phone 8, Amazon Kindle, Gamestick, Shield, Gamepop, and maybe even nextgen consoles. We want you to play the game wherever it's most convenient to you, and we want to make this game available on each and every platform Unity supports.
A 2D point and click adventure game Oculus Rift? Sure! If the guys from City Quest can do it, we can try too.
Double Our Fun(ds)!
We're participating in OUYA's #FreeTheGames Fund, created by OUYA to support developers making new and creative console games. OUYA will match your pledge dollar-for-dollar up to your goal amount (and a max of $250,000), so help us get there and make a great game for everyone! To be eligible for this match, we commit that this game will be an OUYA exclusive for a period of time. To learn more about OUYA, go to www.OUYA.tv. (Notice - OUYA exclusivity doesn't mean PC/Mac/Linux, where the game will be on at the initial release date.)
Regarding steam availability: To enable us to hand out Steam keys to backers, please vote for Bolt Riley on Steam Greenlight:
We want to have the game released by 4/20 of 2014. Why, you ask? Why, indeed...
You can now add some extra toppings to your pledge. To include add-ons in your pledge, click “Manage Your Pledge”, change the amount of money you are pledging to account for the sum of the prices of all the add-ons you want, but don't change your reward tier. After the campaign is successfully funded we will be sending out a survey asking which add-ons you chose.
$4.20 - The Four Twenty Club: To show your extra support to the campaign, add $4.20 to your pledge. You will get a premium placing where we list backers in the credits and thank you’s.
$10 - Wallpaper pack: You’ll receive a pack of amazingly high quality Bolt Riley wallpapers based on the art of the game, that will fit multiple screen sizes, including desktop, mobile and popular tablets. This Add-On is not offered in any reward tier.
$15 - Additional copies of the game: Purchase additional copies of the game for your friends or loved ones.
$15 - Additional copies of the soundtrack: Purchase additional copies of the game’s soundtrack for your friends or loved ones.
$15 - Developers’ commentary: Listen to the creators of the game talk about the creation of the game, the design process, inspirations for making the game, and all sort of unique stories in a video playthrough of the game. This Add-On is not offered in any reward tier.
$20 – Digital Artbook: Also available in the $60 tier, you can now order it by itself. The digital artbook now includes the backer’s yearbook as well.
We are an independent game development studio focusing on Adventure Games and Mobile Games. Our main goal is to create our own unique and original adventure games. The team is composed of Israel’s best and brightest, including top of their class graduates from Israel’s best school for visual arts, programmers from an elite unit in Israel’s intelligence corps called 8200, and legendary game designers.
Members of our team have made several independent games by themselves, and we also created several games for various clients. Here are a few examples of our work:
We were also involved in a few other games that also had Kickstarter campaigns: Freshbiz, Nancy Drew, and Leisure Suit Larry (you can check out old posts at our Facebook Fan Page)
You can find a full credit list on everyone who ever worked on the game here
Oded Sharon, Founder, CEO, and Game Director/Producer
I've been making games ever since I got my first Apple ][ computer when I was 6 years old. I wrote an entire text adventure game in Basic at the age of 10. I've been working in the industry since 1999 and indie adventure games are my favorite kind of games, even though I have made dozens of games from different genres as well.
I’m a big geek with tons of interests and hobbies that include music, photography, cooking, flying airplanes and shooting fireworks.
I started a Facebook group called Fellowship of GDC Parties that helps connect people who go to game developers conferences like GDC, Gamescom and E3. I also volunteer at the International game developers association (IGDA) and ran the Israeli chapter for a few years and love to contribute to the community.
I am a true believer in crowdfunding as the way of the future and have been involved in over a dozen campaigns and ran a few of my own, like the one that recently got me over to E3. I've also been doing crowdfunding before that word was even invented, through my website "Buy a Car for Ron Gilbert".
Bar-Tal, Producer and Art Director Oran specializes in animation with 5 years of experience in producing projects and computer games. After working in television, web and even biotechnological 3D simulations, Oran’s main passion for games brought him to Adventure Mob in hope to create a successful world class gaming company in Israel. Oran holds a B.ed.des in visual communication degree (with honor)
Lori and Corey Cole, Game Designers
Lori and Corey Cole have been making and playing games for... let's just say, "forever".
At Sierra On-Line, they created one of the first hybrid graphic adventure/role-playing games. The award-winning Quest for Glory was one of Sierra's most successful game series. Corey's Castle of Dr. Brain puzzle adventure game was another top-selling, critically-acclaimed game that spawned a successful series. Exactly one year ago, they have successfully raised over $400k for Hero-U, and now return to Kickstarter with Bolt Riley.
The Coles designed the second chapter of Bolt Riley, in which Bolt has to assemble his band, get instruments, and find the inspiration for his songs, and took an important role in designing the entire game.
We're still talking to a bunch of musicians to collaborate with on the score for Bolt Riley. One of them is Omri Lahav.
Omri Lahav is an accomplished composer for video games - including the award winning, open-source "0 A.D.", as the Music department lead for Wildfire Games and countless other titles, Having produced and played guitar, bass, keyboards and percussion in several reggae projects, he aspires to create the ultimate reggae masterpiece for Bolt Riley! http://omrilahav.com
Here are three tracks he composed for Bolt RIley:
Right now, we are talking to several voice actors who auditioned for different roles, one choice we still have is whether to make this a union (SAG/AFTRA) project which means all the actors has to be union, higher salaries for actors- but more well known and experienced actors, or make a non union project, which will allow us to allocate those resources to other aspects of the game, like it’s soundtrack, art, design, or code. I don't want to hire someone just for their name, but instead someone who can really portray the characters according to our vision.
One actor we're talking to is Anthony Sardinha who is well known for his of Bwana on the adventure game The Journey Down
A bit more about Anthony:
Anthony Sardinha is a Toronto Based voice actor with almost 10 years of experience under his belt. Lending his voice to many Video games, Cartoons, Films, Corporate videos, Radio commercials, Documentaries, Web-Based animations and games, working with producers and directors all across the world from places like Australia, Sweden, Germany, Israel & Brazil. You can hear him as the lead voice of "Bwana" in Skygoblin's "The Journey Down", as well as many others on his website antfish.webs.com.
I am going to use many of my connections in Hollywood as I am friends with a bunch of talented actors who I plan to ask to voice the game for the best results.
I'm hoping to be able to make some announcements during the campaign.
(or: what makes a good adventure game?)
The question of what makes a good adventure game cannot be simply answered or even at all. Everyone has their own opinions and tastes when it comes to any type of content.
However, we think that there are a few factors that unite most quality creations - Story, Game design, Art, Technical, Music and Voices and community.
Here's our vision of how we tackle all of these
We think that every good game needs to start with good game design, and in adventure games the story is as important. Our story is compelling, deep and well written, and it contains twists and character progressions. Excitement, Conflict, Friendship, Love, Peace, Inspiration and Humor are only a few emotions we tried to convey when writing the story for Bolt Riley's adventure in 70's Jamaica. Working with Lori and Corey Cole on Game Design has been an enlightening experience. The puzzle design and integration with the story go hand by hand, and brings you back to the golden era of adventure game playing where you had to think.
We believe that the visual look of an adventure game is very important. We've spared no expense when it comes to the way the game looks. We have stunningly beautiful hand drawn backgrounds, some of which you can see here. We also drew thousands of cel animation frames for all the 2D character animations. We use modern techniques and tools provided by Unity 3D to create closeups, parallax, visual effects and give you a more cinematic experience while remaining true to being a 2D game.
Sound is important in any game, but in this game, telling the story of a Reggae musician, we think music is way more important than in other games. We don’t want to just use library music, instead we want incorporate original soundtracks both enabling us to create a score that fits the atmosphere of the game and adds to its dramatic effect, and also be able to help some independent musicians along the way. We know that voices done properly with professional actors create an unforgettable experience, and we want to have the best we can for this game, while still on budget.
The technical aspects of the game are really important to us. We want the game to be robust, with minimal amount of bugs, and be advanced technically, for example the ability to cloud-save your game so you can continue playing the game where you left it, no matter which platform you’re playing on. Start on your PC, continue on you iPad, and finish it on your OUYA.
It’s needless to say that the reason anyone is making a game is for people to play it. Without you, the players, the game has no meaning. We want you to like and enjoy the game and want to give you the best experience while playing it, thus we want to be heavily involved with the community when developing the game and of course its future installments. Especially since you will be part of the game, helping it to see the day of light.
Anything we get over the basic funding goal (including late backing, pre-orders, or Free the Game Funds) will go toward our stretch goals.
$120,000 - Bolt Riley lives! Backers will receive Chapter One when it gets released on initial platforms (PC/Mac/Linux/OUYA).
$250,000 - More Stuff! We will add more availability platforms and features according to suggestions and feedback from backers.
$500,000 - More Game! We will go into details if we get close to this amount.
We want to hear your thoughts as to what would be the best thing to have as more features and what's more important to you as there are plenty of options and ideas, for example::
EFIGS subtitles, new platforms (iOS/Android), more gameplay, better soundtrack, director's commentary, cloud savegames, and more stuff to be given to backers as rewards...
But let's not get carried away. First, we need to achieve our initial funding goal...
What do we need the money for?
You've heard it before: Making a game is expensive. A lot of people ask me: “So, how expensive is it to make a game”, to which I usually answer back with another question: “How expensive is it to buy a car?”. There’s a huge difference between a pre-owned old car and a new Mercedes Benz. So we chose a target budget for this game considering the production values we thought the game should have.
We managed to fund raise $320k from angel investors in the past for Adventure Mob which were used to create the alpha of the game, as well as design and partially code two more chapters.
Unfortunately, our original estimated target budget for the game required to finish the first chapter was around $450k, and we couldn't secure all the funds we needed from private investors. We were hoping to get some profits from other projects we were working on, but that never happened. We went around and met a bunch of publishers over the past year, and got the common response publishers usually give us: “The game looks great! Talk to us again when it’s done and we’ll distribute it for you.” In the past two years, because of some successes and despite some failures, Kickstarter is the most prominent way for adventure games to get funded and made.
I have been involved with several campaigns, both large and small, and I've backed over 130 different projects myself. I’m a true believer in the power of crowdfunding and think that this is the way to go as far as fundraising to make adventure games, and I plan on Kicking It Forward: http://kickingitforward.org
It’s also a great way to know if there’s true interest by people to play the game, and this campaign will prove whether Bolt Riley will see the day of light or get canned and never released.
Other than pledging, we could use your help in the success of the campaign.
You can start by telling your friends about it, share, tweet, post, like, comment, instagram, tumblr, tube, pinterest, or just get on stage with a microphone and sing a song about the campaign. Anything and everything counts, even if it’s something little. In order for the campaign to succeed, dozens of thousands of people would have to hear about it, and we need your help to reach them.
Be active! Ask questions, share your ideas with us, tell us your thoughts, and let us hear your feedback. We’ll be very happy to answer everything.
Have fun! It’s very important to have fun. Especially in times of struggle. We do this game because we think it’s fun to make games and tell good stories, and we want you to have fun too. If we can help you have fun, then we’ll be happy too.
If you like analyzing data you can track the campaign's progress with KickTraq:
Remember, only you can help make this game a reality. So, we hope you'll be generous and help us make this dream come true.
Oded Sharon, And the entire Adventure Mob and the Bolt Riley team.
Risks and challenges
In every project there are risks deriving from unknowns and uncertainties.
Luckily, Bolt Riley has a few big advantages that give it better chances.
As we said before in "What makes a good adventure game", we're very fortunate to have great people working on this game, with lots of experience making adventure games in the past.
Another factor to consider is that the game is already in alpha stage, and just needs the final push to polish and finish it.
Of course we will have to deal with multiple challenges including business challenges like music licensing, production challenges like finding the perfect voice actors, and technical challenges like adapting a game that was made for Unity 3.0 to Unity 4.2 (or whatever is available) and making it a true cross platform experience.
We also want to get your feedback during the beta. So we will listen to it and make changes accordingly, if we can, hopefully it will bring us to having a better game, rather than just having a game that's released on the estimated delivery date.
In any case, we will keep you guys involved and strive to bring you the best adventure game we can produce with whatever funding we manage to raise with your help.
Get the game for three little dollars less:
Get one DRM-free digital copy of Bolt Riley for PC/Mac/Linux/Ouya as soon as it is released. You will get a thank you on our website and access to the forums too.
<<<<<< Trenchtown Rock >>>>>>>>
Get one DRM-free digital copy of Bolt Riley for PC/Mac/Linux/Ouya , the wonderful reggae soundtrack and a PDF copy of the beautiful book "The Art of Bolt Riley".
You will also get copies of Oded Sharon's previous games Pizza Morgana Episode 1 and Star Shipping Inc.
Not to mention, you'll be thanked on our website and gain access to the forums.
/////////// All Digital, Early Access \\\\\\\\\\\
Get everything from the Trenchtown Rock reward Tier (Game, Art book, soundtrack, Pizza Morgana, Star Shipping Inc, Forum access, Thanks) and also get early access to the beta version of the game.
[[[[[[[[[[[[[ Let's Get Physical ]]]]]]]]]]]]]]
Get a physical copy of the game, the soundtrack, the developer's commentary, and early access to the beta.
Includes everything from the Trenchtown Rock reward Tier (Digital Game, Art book, soundtrack, Pizza Morgana, Star Shipping Inc, Forum access, Thanks).
!!!!!!!!!!! People Get Ready !!!!!!!!!!!
The exclusive "Jammin' reward" before everyone else for a little less:
Get jammin with a bunch of physical swag! Everything from the "All Digital, Early Access" Tier plus some cool physical rewards only available for backers of this campaign: The game's poster and an exclusive Bolt Riley Backer's only t-shirt, as well as a physical copy of the game.
Get jammin with a bunch of physical swag!
Everything from the "All Digital, Early Access" Tier plus some cool physical rewards only available for backers of this campaign:
The game's poster and an exclusive Bolt Riley Backer's only t-shirt, as well as a physical copy of the game.
[[[[[[[[[[[[[[[[[[[[ One Love ]]]]]]]]]]]]]]]]]]]
Get the collector's edition of Bolt Riley, including the game in a classic adventure game box, a softcover art book, the soundtrack on a physical media.
You'll also get everything in the Jammin' Tier:
Digital copy of the game, book,soundtrack, T-shirt, poster, early access to the beta and forums, Pizza Morgana and Star Shipping, and a big thank you on our website.
Be in the game! You will appear in a yearbook, an item placed in Trenchtown that Bolt has to use for a puzzle. Your name, image, and a description you will write (pending our approval) will be included in the yearbook. The yearbook will also be given to any backer who gets the artbook reward in PDF or physical form, so they will have you in their hands. Includes everything in the “One Love” collector’s edition tier.
^^^^^^^^^^^^^ Four Twenty ^^^^^^^^^^^^^
Become an elite member of the exclusive 420 club. This will give you premium placement in the yearbook, and you get a piece of original artwork used to create the game. Those are limited and one-of-a-kind. You will also get a high quality print of your portrait from the yearbook.
Includes “I Shot the Sheriff” tier.
Also - The “Get Up, Stand Up” tier below will receive this as well.
Are you a game developer? Got a game you want to promote? We will add a “more games by backers” button on the main menu of the game on applicable platforms where your game will be featured. Placement will be set according your pledge above the tier price. The higher you pledge, the better the placement will be. Your team will also get a special signed collector’s edition dedicated to your team.
$$$$$$$ Burning and looting $$$$$$$
Get an original piece of artwork from the game that was used to create the game Bolt Riley.
There are only a limited amount of these. These include character drawing and tests, some of the backgrounds drawn on paper.
You will also get a limited edition signed and numbered exclusive lithograph made especially for this campaign.
(Also includes a signed collector's edition: "Get Up, Stand Up")
?????????? Is This Love ?????????
Be part of the game!
Get your name (or a few other words with our approval) on a record hanging at The Ice Beam Recording Studio (It's an Ice Cream shop on the outside, with a recording studio in the inside). You'll also be involved in writing the description for when Bolt looks at this item.
(You also get the Burning and Looting tier)
You will become an Executive Producer of Bolt Riley, and your name will appear in all relevant publications of the game including the website, credits, and applicable databases where possible (like Moby games or IMDB).
As an Executive producer, Lori and Corey Cole will be happy to meet you for lunch or dinner at any of the conventions of conferences they attend (for example, San Diego Comic-con, E3, and such).
Be part of the game! Get your name (or a few other words, or maybe even a small drawing with our approval) on one of the only two graffiti filled walls in the game.
You'll also be involved in writing the description for when Bolt looks at this item. (You will also become an honorary Wailer)
Spend a weekend in Israel (travel expenses not included) with Corey and Lori Cole, personally hosted by Oded Sharon and the creators of Bolt Riley. Oded Sharon will give you a unique and personal detailed tour of sightseeing locations like old city of Jerusalem, Tel-aviv and Masada.
And if possible also go to a live Reggae show in Tel-aviv.