Are you ready for an early 90's style Golden Axe inspired comedy brawler with a serious pair of unicorns balls!
Hello again Kickstarters, this is the SuckerFree Games crew here again fundraising to finish our early 90's style comedy video game epic, Dungeons the Eye of Draconus.
Are you ready for an early 90's multiplayer arcade experience? Then prepare yourself for a Golden Axe parody with a serious pair of unicorns balls! Journey through ancient mountains, fight precocious Kobolds, raid an orkish fraternity, deal with all kinds of crazy characters and bizarre situations in this comedic brawler: "Dungeons the Eye of Draconus"
PC, MAC, LINUX, OUYA
3-Player Local and Online Co-op
Hand Painted Backgrounds
Fluid sprite animation Comedic voice acting
A giant fire breathing chicken
Bolax- the diabetic barbarian with an affinity for mead and a strong disposition to dragons.
Rose- a self-actualized woman with a sharp wit, killer looks, and a secret past.
Gleobryn- the lackluster cleric, what he lacks in competence he makes up with sheer nerd power.
The “Bad Guys”
Kobold Commander- fowl tempered with a cannibalistic nature, he is the undisputed tyrannical leader of the Kobolds.
Motar the Inventor- gnomish inventor and self described genius, the founder of a newly forged separatist technocratic government with an unlikely alliance.
The Big Kahuna - the heavy-weight jock who rules an orkish fraternity under the ancient code of Brotical.
Ziegfeld and Rohan - a pair of undead wizards living for all eternity in a domestic partnership. They ward off would be larcenists from stealing their many treasures.
Grand Papa-Smurvoff - a true believer of the now dissolved United Smurvian Socialist Republic, he still controls one of the many failed communal mushroom villages started as a social experiment by the now dissolved Smurvian government.
And many others...
The first question is of course, “Who are we?”
Some of you may know about our original Kickstarter campaign back in 2011, we earned $4700usd developing what started as a college project into a real game. That was a lot of money for a Kickstarter project back then. Since then Double Fine and other highly publicized videogame Kickstarter campaigns have debuted increasing the popularity, web traffic and success. Our previous Kickstarter page:
Second question, “Why are we back?”
Many unforeseen and significant events have happened since 2011. Out of the $4700 of confirmed funds, we lost a the standard percentage to Kickstarter and Amazon. We then spent about $400-$500 on pledge swag and shipping. The first expenditures we had after the initial obligatory expenses, was to pay for the rest of our game’s backgrounds at $2300. We prepaid our cut scene and portrait illustrator $950. We were paying our sprite artist piecemeal out of what was left and planned to cover the rest out of pocket. After about six months, we lost our sprite artist to the professional game development studio GameLoft. Then we went on a campaign trying to find a replacement. Having auditioned dozens of candidates, paying for sample work and financing two costly false starts, we finally found the perfect replacement three months ago. During this talent hunt our illustrator disappeared leaving two portraits and sequences unfinished. This forced us to start another talent hunt. We attempted to find yet another replacement costing us both time and money.
Prior to our Kickstarter, we had been working with these artists for years. This made their departure more unexpected and devastating. The siren call of full time employment with an established studio is understandable. Our illustrator left us high and dry without any explanation. Since then we have found a replacement illustrator and sprite artist, production has resumed. Now, we are again limited by our own disposable income, which puts development at a snail’s pace.
Since the ending of our Kickstarter, we’ve suffered an apartment flood, forced relocation, multiple deaths in the family, a car crash, loss of jobs, reduced hours and divorce, but we haven’t stopped working on the game. Besides our company and personal issues, we haven’t given up. With this opportunity to get matching funds for Dungeons from OUYA we will be able to hire our artists fulltime. The additional funds would enable us to expand our game to match its original design document. We could add features that were previously considered too expensive. These new levels would expand the story and world. The infusion of resources would also facilitate our ability to finish the game in time for PAX Prime 2014.
Why is OUYA matching funds, what’s the catch?
They want unique content on their console and our game is just that; a unique multiplayer, console game. They would get exclusivity for 6 months. Once the period is finished, we will release on PC, Mac and Linux via Desura and possibly Steam Greenlight. Before the Ouya release, we will be providing backers that contribute $10 or more access to the PC build for alpha/beta testing. Your suggestions and testing will be integrated into development improving the game until it is bug free and full featured. Then once the 6 months of exclusivity are finished, we will simply turn it from a private beta to a publicly available finished game. There should be no delay between the PC beta backers and the OUYA backers getting access to their games.
What’s in it for me?
You will be helping to complete a 5 ½ year journey of game development and allow us to move on with our lives. So feel good about that. You will get an awesome late 80’s early 90’s brawler filled with humor reminiscent to Conquer’s Bad Fur Day. If you pledge enough, you will also get some nice swag. We will of course unlock more cool stuff as we reach our pledge limits, because it will guarantee our ability to not only finish the game, but expand its content.
$10,000 We promise to have the game finished in time for PAX 2014.
$20,000 We will add Golden Axe Genesis style Arena Combat mode.
$30,000 We will expand the game to include previously cut levels. A new pledge level in which pledgers may have their likeness added to our game as one of a number of NPCs/monsters to occupy these new levels will be unlocked. We would also hold a bimonthly live streaming with all backers to get feedback on the latest build and take your criticisms or praise and answer questions.
$50,000 We will expand the game to include all three game chapters, released in a series, like Tell Tale Games did with their game serial: The Walking Dead. This would allow us to utilize the whole of our original design document and provide our pledgers all three games in one wonderful package.
$100,000 We will record our entire team doing the incredibly happy dance. We will be able to dedicate our undivided attention to the game, add new un-lockables, provide you with weekly updates and hire a second programmer. You would have just made our most wildest dreams, come true.
Beating it to the punch:
The development of this game predates Kalypso’s game Dungeons by years. We have videos of its development going back to the start of 2009 and posted publicly on YouTube:
We will not get into trouble, because of our title. We previously tried to trademark our title, before Kalypso ever even announced they were working on their game. We were informed that it cannot be done; the title “Dungeons” is too generic. Doing basic research has shown that Kalypso themselves have not registered trademark on their title and their game is nothing like ours. We are very safe from any form of legal action. Thank you for your concerns.
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 if we raise a minimum of $50,000, 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 six months—no matter what. To learn more about OUYA, go to www.OUYA.tv.
The Music in our video was by JT Bruce, used with permission:http://www.jamendo.com/en/artist/1435/jt-bruce
Risks and challenges Learn about accountability on Kickstarter
The only challenges we may face in our projects development is the extremely small possibility of us losing our artists again, death of a core team member or discovering that porting our game through mono is more difficult that our previous test showed. We've been working on this project for 5 1/2 years, have published a previous title onto Xbox Live and are confident that we are equipped to deal with these kind of issues.
Our Kickstarter goals include emergency funds to allow us two talent hunts and to pay proper graphics artist wages for the amount of work left. We have contacts with qualified programmers who are willing to step in if John were to become incapacitated. John's day job is as a lead programmer for a medium sized software firm. He already has contingency plans in the unlikely case our mono port fails.
The only risk that these sort of tragedies give us is the possibility of a late completion. No matter what, we will not stop development until we have completed the game.
Have a question? If the info above doesn't help, you can ask the project creator directly.