Bolt Riley - A Reggae Adventure Game
Become a Jamaican Reggae legend in an adventure game co-designed by Corey and Lori Cole (Creators of Quest for Glory series).
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Play Bolt Riley's Alpha Demo Today!
You can play Bolt Riley's Demo Alpha here: http://bolt-riley.com/alpha
Before you play, please read this and remember it's a very early build.
"An interesting team-up." -- Rock Paper Shotgun
"Looks like fun" -- AppAdict
"I love the story, and the artwork is really great." -- Indie Statik
"Need your help!" -- JamaicanMusic.com
"It’s got a unique hook as far as games go. " -- Cliqist
"That’s definitely something new for the adventure game world; I absolutely love this concept and the artwork is gorgeous." -- Nerdy But Flirty
"For somebody, I'm sure, that’ll be the best $10,000 they ever spent." -- PCGamesN
"Can there be anything cooler than becoming a Reggae Legend?" -- Gamezone
"From what I can see at the moment, it looks a visually beautiful game." -- The Daily Chill
"I hope they hit it as I don't know of a game quite like this." -- Gaming on Linux
Reddit Ask Me Anything with Lori and Corey Cole & Oded Sharon http://www.reddit.com/1pz14b
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.
As you can see I've worked with some in my previous games.
You can snoop through my Facebook albums to see pictures of some people I met and know... But... I hate name dropping... (Actually, no I don't!)
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.
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.
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.
Thanks for reading the very last line on the campaign's page!
- (31 days)