Kick, Punch...FIREBALL! is a deathmatch-style game set in a fantasy realm where players earn experience and levels through fun, fast-paced combat. Advancing levels unlocks stat points, new skills, and skill points used for advancing already acquired skills.
With a strong emphasis on medieval player versus player combat, you'll be immersed in an online role-playing experience while pitting your character among the Internet's best! Whether your play style is jumping in for a quick casual skirmish from your iPad while you wait in line somewhere or playing on your gaming rig competitively, e-sports style, there's fun to be had.
There's a variety of arch-types to provide only a base template of what you can turn your character into while allowing for you're own personal spin on what you want to play. Want to jack up that wizard's strength? Go for it, you mage-tank, you -- we're not going to tell you "No."
We invite and encourage you to read on to learn more about what we've happily dedicated countless time, effort and money to so that in hopes you can help us bring this to you as soon as possible!
We are 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 the goal amount (and
a max of $250,000), so help Kick, Punch...Fireball get
there and be 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.
If funded, we will be donating 5% of our profits (above our funded goal) to other Kickstarter projects as part of the KickingItForward.org project. It is a great idea to help others when we have been helped.
Nothing is more important in Kick, Punch...FIREBALL! than combat, and our focus has been glued here to make combat in KPF a very unique and engaging experience. What makes it so engaging? Good question, person that allows me to continue typing!
Combat is fast, and I do mean fast. Universal skill cool downs? No! You play the way YOU want to and by not restricting you, the player, we get a very natural feel and flow while you conjure lightning or swing your deadly blades.
Combat is intuitive. Because we are targeting a large number of platforms, we've kept the desire to be able to play on all these devices in the back of the mind so that combat in Kick, Punch...FIREBALL! isn't like doing your taxes. And why should it? It's supposed to be fun after all. Picking up the game on any device should be quick, simple and easy for you to start laying waste to that oppose.
Combat is rewarding. We understand that after a long day of abolishing others to the grave, that you want some reward. And so experience and character progression enter the picture. Experience allows your character to level, and like any good role-playing game, with levels come stat points, skill points, and new skills! You can read more in the arch-types section about this.
We provide a lot of customization for your character to create the ultimate build in your mind. However, we understand that to provide that customization, it also means the more complicated the process of building and progressing your character could be. To counter act that complexity, we've implemented a arch-type system to be a soft, unobtrusive guide rather than allowing you to shoot yourself in the foot.
Arch-types provide a starting statistic template (although it's completely optional) that's aligned to the arch-types' traditional role, a skill pool to acquire skills from upon gaining levels, and available advanced arch-types unlocked after further progression.
When starting a new character we provide three arch-types:
The Fighter - A devastating brute of violent outbursts and rage. A fighter is the raw form of hand to hand combat that never quite gets his fill of blood. Strength and Constitution provide the Fighter with a high resistance to physical damage, explosive melee combat damage, and a large life source. The fighter resonates with players that are apt to swing their ax first and ask their questions later.
The Wizard - No stranger to the scrolls of magic, the Wizard weaves spells and enchantments to use the ancient power of magic to bend others to their will. Intelligence and Wisdom unleash the Wizard to cast the deadliest of spells or enchantments while providing plentiful buffs to boost their own effectiveness.
The Rogue - Masters of deception and subtlety, the Rogue is a cunning enemy capable of vanishing and appearing at will to deliver the fatal blow to unsuspecting enemies. This blade master utilizes Dexterity, Strength and Wisdom to out maneuver their victim and subdue them by underhanded deeds of misdirecting, back-stabbing attacks.
Some early alpha footage of the rogue skills:
We understand that you work hard for your money -- very hard. And that's why we feel that it's not just appropriate but down right required to be completely open and transparent with what that well-earned coin is going to when you decide to be a backer for Kick, Punch...FIREBALL!
As you may already know, developing a good quality game is a serious commitment to time and money. When we started this project, we knew we'd have to be our biggest backers (in fact, when we started, we never thought about crowd funding at all), and we definitely have! Moreover, it's paid off to us to where we really feel like we have a solid, and importantly, working, game that looks and plays great. But why stop at great when you can have amazing!? With you're help we plan to do just that, so here's where your scratch goes:
Licenses - Software, especially really well built software, isn't free. Unity3d, our game engine, provides a lot of advantages but we need to grab some goodies from it to deliver on all the platforms we've mentioned. Programs that make the beautiful models and art also run a pretty penny, but are required.
Hardware - Networked games have to run on a server, and if Kick, Punch...Fireball! the hit we want it to be, its going to cost a little dough to make those servers run solid.
Promotion - Who's going to play a game they've never heard of? Promotion is an extremely important part of releasing any game, so we're gearing up for as many free options as we can get our hands on. Some of the more helpful options though, such as bringing KPF to PAX, are not free so we've reserved an amount to tackle these non freebies.
Assets - We get it; you want to look at pretty pictures and control cool looking characters when you're playing Kick, Punch...Fireball! We're realistically budgeting for the assets to make this game really shine so procuring assets for both gaming rigs and mobile devices will be the majority of our budget.
Risks and challenges
With over 30 years of combined experience in software development, Lambda Bound Games brings a well-oiled machine to development of Kick, Punch...Fireball! We've applied that experienced hand into creating a playable, and play-tested state well before coming to Kickstarter to showcase our starting implementation of all the ideas and concepts we've promised and so excited to deliver.
We've opened our budget for complete transparency because we feel it's only right to know exactly where your hard earned cash is going. Further more, we're committed to keeping an open line of communication to all backers for news and updates.
The launch day will target the OUYA, PC, OSX and Linux platforms on launch. We are utilizing the Unity engine and will be able to target most other available platforms after the #FREETHEGAMESFUND exclusivity period completes (6 Months). Specifically we are planning on releasing to the Android, iOS, Playstation 4, XBONE and WiiU.
As a skill designer, you'll be working directly with the team to design a new combat skill to be featured in the game. In addition, you'll receive special designer-only credits in the game and website. (Requires final approval from dev team)
We don't have many NPCs in Kick, Punch...FIREBALL!, but with this reward you can work with the team to name and design an NPC. In addition, you'll receive special designer-only credits in the game and website. (Requires final approval from dev team)
As an arena designer, the team will be extensively working with you to create an engaging skirmish environment, a very integral part of the game. In addition, you'll receive special designer-only credits in the game and website. (Requires final approval from dev team)
At this contribution you really are putting our game into production and thus deserve a producer title. You'll get all the previous, non-designer, rewards plus your name titled as a producer in the beginning credits of Kick, Punch...FIREBALL! You'll also get an invitation to our release party (travel and accommodation not incl.)
All previous non-designer rewards, a dedicated splash page for you / your company, an invitation to our release party (travel and accommodation not incl.), and an exclusive insight to the team's next project.