Author Topic: Delver's Drop Kickstarter (funded)  (Read 5842 times)

getter77

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Delver's Drop Kickstarter (funded)
« on: March 05, 2013, 01:18:12 AM »
http://www.kickstarter.com/projects/pixelscopic/delvers-drop

"Play as scoundrels attempting to escape ever-shifting dungeons in a stylish physics-based Action RPG: PC Mac Linux iOS Android OUYA "


Quote
When indefinitely imprisoned high atop a towering castle complex, escape is the only option for survival and redemption. But few scoundrels will survive the Drop and live to tell the tale. The dungeons are rife with traps, monsters, and sinister secrets, awaiting the next unlucky Delver.

Delver's Drop is a 2D Action RPG with fluid physics-based movement, snappy combat, shifting dungeons, and a rogue's gallery of individually leveled character classes. With an emphasis on mystery and dynamic gameplay experiences, the game features randomization for infinite replay, enigmatic puzzle permutations to unravel, multiple narrative paths, customizable character growth, and layers of secrets to unearth.

Our game is built on inspirations from the 8 & 16-bit eras, but acknowledges contemporary progress in game design and fully utilizes current technology. The gameplay is familiar yet distinct with stunning HD visuals and snappy, fluid 360-degree control. It is accessible yet deep and tactical, and is incredibly replayable.

Features

    -Immense & Unpredictable Dungeon Dive — 8 zones of castle dungeons with 4 sub-levels to explore. Levels will be combined from masterfully designed hand-crafted rooms and components, with randomized content and floor layouts.
    -Physics-based Hack & Slash Combat — Since all characters and enemies move and collide on a physics-based system, any interplay of attacks, traps, and magic resolve based on responsive, snazzy, and sometimes chaotic physics effects.
    -Multiple Characters & Play Styles — Play the game with one or all of the 5 character classes (some to be decided by backers!). Classes have unique speed and movement properties, weapon, special ability, and perk tree, giving each a different play style.
    -Character Growth & Customization — Gain experience as you play each class, and keep this progress through the class’s perk tree even if your current character dies. Level up if you want more flexibility, but Delver’s Drop is totally grind-free.
    -Weapons & Sub-Items — The player can find and purchase interesting and upgraded weapons for each class, as well as a large suite of expendable sub-items that are randomly spawn during each session. But items slots are limited, requiring intelligent use!
    -Puzzles & Secrets — Like many action adventure games, Delver’s Drop will feature interesting puzzles, requiring clever manipulation of dungeon elements, using physics to advantage, and resourceful usage of secondary items.

Release Dates:

    -The game will release on PC / Mac in October 2013. Pricing is set at $15.
    -It will later release for iOS / Android / OUYA around February 2014. Pricing is undetermined.
    -The game is also being developed for Linux, but a release date is undetermined. If the first Stretch Goal is met, we will release the Linux version day-and-date with PC/Mac in October!


Our stated funding goals match the amount we have estimated is necessary to complete Delver’s Drop. However, we hope that with enough support we can exceed our goal and put even more quality and content into the game. If you, our backers, are generous enough to help us make an even better game, then we will share the the following bonuses with you. These will be free for all backers at the $15 Pre-Order tier and up — no separate purchases! (Unless otherwise noted - see the final goal).

    $85,000 - Linux Runes Decoded... We have planned to eventually port our engine to Linux, but this Stretch goal will make it happen much faster! We will release the Linux version day-and-date with PC and Mac in October 2013, and it will be immediately available to all backers from $15 and up.
    $100,000 - Secret Passage Discovered... Adds a new character class (for 7 total), and an additional zone to the game, with unique environment art, objects, and enemies.

IMPORTANT NOTE: All stretch goals below are release date TBD. We will make every effort to release them as soon as possible, but they will take additional development time, and may be released several months after the game launches. We'll keep you posted!

    $115,000 - Warrior's Guild Formed... Stand in arms with comrades or simply bludgeon each other! Adds 4-player local multiplayer in 2 modes: Deathmatch and Horde, with unique maps and mechanics. Think of Deathmatch as Zelda: Four Swords meets Super Smash Brothers!
    $130,000 - Companions Conjured... Want to transform into a wispy phantom or cute familiar? A second player can drop in/out of the campaign to help the main player when the delving gets dire.
    $150,000 - Labyrinth Map Unearthed... The Halls of Lost Sanity were never to be opened again. Can you prevail against 100 exquisitely hand-crafted, fiendishly difficult puzzle rooms?
    $175,000 - Additional Questing Requested... We'd love to make Delver's Drop even more engrossing. At this stretch goal we will develop a complete expansion: 2 playable classes (making it 9 total), 2 additional zones. Available 2-3 months after the base game launches.
    $200,000 - Much Extended Questing Demanded... If the first expansion wasn't grandiose enough, we'll create a second expansion! 2 more playable classes (11 total), 2 zones, and additional play mechanics. Available 2-3 months after the first expansion.
    $240,000 - Porting Enchantment Learned... Would you like to play Delver's Drop on your favorite console or handheld? So would we! We'll port Delver's Drop to one of the following: PS3, XBox 360, Wii U, 3DS, or Vita. This will take us a good deal of binary sorcery... launch would occur in mid-2014. IMPORTANT: We cannot guarantee distribution of any console version to backers at this time.

 As of February 2013 the game is in a pre-alpha state. While the aspects present in the videos may seem polished, there are still many features to complete, and many more environments, enemies, and items for which we need to produce art and sound. With your support we will be able to much more efficiently complete the game to the full extent of our vision.

June 2013 — Alpha:

The game will be highly playable, with most features and at least 50% of the content complete. Large amounts of videos, screenshots, and other content will be available to backers here and at http://delversdrop.com. In late June, the Early Alpha Access will occur for all backers from $25 and up! Just be aware that it will still take some work (and your help) to really finish out the game.

August 2013 — Closed Beta:

The game will be nearly complete, with all features final but requiring some polish and bug-fixes. At least 75% of the content will be complete, with all remaining content present but in placeholder form.

September 2013 – Open Beta:

Backers $15 and up can get the game a month early! The game will be 99% complete, but may still have a few bugs, so you can give us feedback on our forums to make final tweaks before the official release.

October 2013 — RELEASE! for PC & Mac:

The game is 100% complete and (as reasonably as possible) bug free. Digital copies will be distributed, and shortly thereafter, physical copies to backers at tiers with this reward (and any remaining rewards).

February 2014 — iOS / Android / OUYA Release:

The iOS, Android, and OUYA versions will be completed and released.

???? 2014 — Linux Release:

We want to release on Linux sooner, but (regretfully) our engine currently doesn't support it. Since we're putting all of our efforts into developing the game itself, it's hard to say when we will be able to complete the port. But check out our stretch goals — if we meet the first one at $85,000, we will be able to bump this date up to October 2013, the same day as PC/Mac!


Very nearly at $78K and 8 days remaining---yet another ambitious project in the last leg of their successful campaign trying for what stretches may come.   :)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

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Re: Delver's Drop Kickstarter (funded)
« Reply #1 on: March 06, 2013, 09:56:09 PM »
Action RPG=not a roguelike.

getter77

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Re: Delver's Drop Kickstarter (funded)
« Reply #2 on: March 06, 2013, 10:06:00 PM »
Eh, I see a bit of the spirit to it...and shades of the old Dicin' Knight.  I'm gonna presume a fair bit of Zelda/Brogue puzzle channeling as well.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training