While we normally cover games that are financially close to goals, we have one in this week’s Last Call For Funding that has a different goal in mind.
On Kickstarter, there’s a campaign for a project called Luna’s Tale: Curse of the Forgotten Doll, which could see releases on PC, PS4, Xbox One, and Wii U. The initial goal for this project was $35,000, which would have covered half the cost of making the game. Unfortunately, it has been quite clear that they will not make that mark.
However, some news has developed recently. There is a large backer looking to help the game, probably outside of Kickstarter. There is one catch: they need to reach 300 backers before the campaign ends.
Currently, the project is backed by 169 people who donated 13% of the funding goal. They have 19 hours left before the campaign closes. The odds are incredibly low for them to reach their funding goal. However, you can help the game receive funding by pushing that backer number above 300 with little financial risk (because all Kickstarter projects are Fixed Funding projects, any project that fails to meet its funding goal does not receive money from Kickstarter backers).
You can check out the project by going to the Kickstarter page as well as Maestro Interactive Games’ website. You can also vote for the game on Steam Greenlight.
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Halfway There | Goals $20,000 and Under | Flexible Funding | Goal Reached |
HALFWAY THERE
- Goal: $5,000 CAD
- Platforms: iPad, Android, Playbook, Windows Tablets, PC ($10,000)
From the Kickstarter page:
- Multilingual Support: Release with English and French support
- Multiplatform Support: iPad, Android, Playbook and Windows tablets
- A huge world: Combined overworld is 384,000 x 384,000 pixels large
- Seamless map connections: Each overworld map seamlessly connects to the next
- Two battle systems: Turn-based and debate-inspired systems
- Make sure you’re prepared for battle: Your party can only have so many items and skills available once you’ve begun fighting, be careful
- No Magic: Use gunpowder and science to get yourself out of a pinch
- Speaking to NPCs is important: NPCs can give you the facts you need to back up your arguments
- Saving the country requires more than just strength: Debate with the local lords and win their favor
- Costumes: Changing your outfit will also change your overworld’s appearance, and their appearance in skits
- Change your overworld: Walk around as any character in your party
- Three different levels of difficulty: Whether you’re a casual gamer, you just want to enjoy the story, or you’re looking for something challenging, there’s something for everyone
- Left/Right-hand support: Switch which side of the screen the action button and joystick appears on at your leisure
- Skits: Get to know more about the characters and the world
- Skills level up with you: The more you use a skill, the better you’ll get at it
- Point allocation: Distribute points each time you level up and build your party however you want
- Goal: £200
- Platforms: Windows, Mac OS, Linux, Android, iOS, Windows Phone, Xbox Live
From the Kickstarter page:
Generic Space Shooter is the first game I ever made. It was created as part of a university project in my second year of university (last year). After completing my second year, I decided to spend the summer getting the game to work on XBOX 360 as it was already made using C# and XNA. I managed to get it out on XBOX 360 in October 2013…
The XBLIG version did much better than I had anticipated. I didn’t even think I would get 100 downloads but I actually managed to get ~3000 downloads! I know many people wouldn’t call that a success but to me it was. So I really wanted to get the game working on other platforms such as Windows Phone, Android and iOS and also release it for PC. But as the game was created in XNA the Android and iOS versions was proving to be quite a difficult task.
In my final year of university I decided to re-create my game from scratch using the Unity3D game engine. This is a 3D game engine but they recently released an update with tools to better aid with 2D game development.
The goal for this is low as the developer is hoping to raise funds for licenses for all hopeful platforms.
- Goal: $8,000
- Platforms: iOS, Android, Kindle Fire, Windows, and Mac OS; possible console releases through stretch goals
From the Indiegogo page:
We started this journey with a simple dream. To create a love song to the history of video games by combining the graphics of every generation. We also wanted to offer console quality controls on touch screen devices, without the use of a D-Pad.
The title says it all. Super Adventure Mega Quest combines elements from numerous classic titles into one vision. With our new control scheme we’ve dubbed ‘D-Padless’, you can finally experience perfect platforming on a touch screen device.
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In a far away world, not unlike our own, lied a happy planet. It was filled with creatures who all lived in harmony. Unless they were eating each other.
Suddenly and without warning, a dark being who hated all things, de-pixalated the world. Reducing it to a monochrome nightmare.
Unable to cope with their low resolution, the animals of the forest began to revolt. It was then, when things looked their darkest, that a hero named Leonardo came to the rescue.
By spreading love around the land, he knew he could slowly return the pixels to the planet. Now his quest begins to track down the evil one who cannot be named! Whose name is Bill.
It should be noted that this is a flex funding campaign. Any money donated towards the campaign will be accepted, whether or not they reach the goal.
- Goal: $10,000
- Platforms: iOS, Android
From the Indiegogo page:
If you like playing games, you’ll love playing Swiggle, an addictive light strategy game designed for iOS and Android. Swiggle is a refreshing alternative to Words With Friends – we like to say you can play with “friends” but without the “words”. Although the game play is similar, there are no letters or words involved, making Swiggle a truly international game that’s fun for all ages. In Swiggle, the players place tiles next to each other as they connect the “swiggly” wandering lines and earn points. In addition to playing with friends, you can play against the “Swiggle Bot”, the single player mode.
The design and development of Swiggle 1.0 was self-funded by David, Steve and Michael, and has received many accolades. We have also received many feature requests which are going into Swiggle 2.0 and beyond, and that’s why we need your help. We, and our early users, believe that Swiggle has blockbuster potential, we only need to take it to the next level – you can help us make that happen.
It should be noted that this is a flex funding campaign. Any money donated towards the campaign will be accepted, whether or not they reach the goal.
Quick Navigation | |||
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Halfway There | Goals $20,000 and Under | Flexible Funding | Goal Reached |