Crowdfunding Spotlight Archives - oprainfall https://operationrainfall.com/category/editorials/crowdfunding-spotlight/ Video Games | Niche, Japanese, RPGs, Localization, and Anime Fri, 28 May 2021 11:06:42 +0000 en-US hourly 1 56883004 INTERVIEW: Jed Shepard Talks Horror Game GHOSTS (Pt. 2) https://operationrainfall.com/2021/05/28/interview-jed-shepard-talks-horror-game-ghosts-pt-2/?utm_source=rss&utm_medium=rss&utm_campaign=interview-jed-shepard-talks-horror-game-ghosts-pt-2&utm_source=rss&utm_medium=rss&utm_campaign=interview-jed-shepard-talks-horror-game-ghosts-pt-2 https://operationrainfall.com/2021/05/28/interview-jed-shepard-talks-horror-game-ghosts-pt-2/#respond Fri, 28 May 2021 13:00:56 +0000 http://operationrainfall.com/?p=322812 Jed Shepard discusses creating the Long Lady with Trevor Henderson & Jim Henson's Creature Shop, his game studio partnerships, and more.

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GHOSTS | GHOSTS Logo

GHOSTS is a full-motion, live-action horror video game from the mind behind the 2020 movie HOST. In a unique twist to the video game genre, players can only begin the story of GHOSTS and start to unwrap the legend of the Long Lady after 10 p.m. local time. After a successful Kickstarter campaign, GHOSTS is set for release in early 2022 on Nintendo, PlayStation, Xbox, and PC platforms.

I caught up with Jed Shepard, the director and writer of GHOSTS last week. In Part Two of our interview, we talk about why the 10 PM start time for the game, how the Long Lady was designed by Trevor Henderson and brought to life by Jim Henson’s Creature Shop, and how you can still get a physical copy of the game even though the Kickstarter campaign is complete.

Check out Part One here.

You can follow Jed Shepard on Twitter and on IMDB.

You can check out GHOSTS on their official Kickstarter page, on Discord, and via their pre-order Backerkit page when it goes live.


This interview has been edited for content and clarity.

Operation Rainfall: Why a 10 p.m. start time for GHOSTS? That is awfully late in the evening.

Jed Shepard: Yeah. Because in the game, you play a producer of a live TV show, and in order for you to step into that person’s shoes, you need to feel like you are really there. And what better way than using time as that doorway to living this person’s life? So in real life, the TV show starts at 10 p.m.and it’s live, so that’s when the game starts. And there wasn’t any other option to me. I was like ‘This is the game, this is how it’s going to happen. What would Kojima do? Kojima would do this and not be apologetic.’

And for me, if I wasn’t into games, and I heard [that] there was a game with this feature, it would bring me back into games. It would make me think ‘This is really cool, I want to experience what this is all about.’ And I just like the thought of everyone at the same time playing this game and experiencing and finding all the unique things together.

And there’s no gun to your head to buy it, so if you don’t like the fact that it starts at 10 p.m., then you don’t have to buy the game. I’m cool with that. Buy the next one. But if you do think it’s cool? Then welcome aboard, I’m pleased to have you. And you’re going to have a really good time.


“And I’m very, very excited because, like, this isn’t just a standalone game to me- this is a wider world and you will see some of the wider world manifest throughout the year. And it’s going to blow people’s minds because it hasn’t been done before.”


OR: In a Limited Run Games blog, it stated that it is possible to play the game before 10 p.m. if you’re able to solve a “puzzle of sorts” that will allow you to play the game and save during the game so you can walk away from it. Why did you choose to include this alternative mode? Do you think that a player choosing to utilize this gameplay mode compromises your intended vision for GHOSTS?

JS: You would think it was a compromise, but wait until you see what you have to do. Wait and see what you have to do in order to access that- it’s not something that’s going to be available to you straight away. I like the idea of rewarding people who are curious. So, yeah. And also, with a TV show, there are reruns. You can record things off live television.

And that’s a clue to how you access that, because there are such things as reruns. You can play it live, but the next day there are reruns and maybe that will influence how the game turns out for you.

OR: Your Kickstarter trailer states that if you exit the game during the gameplay, you will lose. Will this game require an always-on internet connection in order to play? If so, will the player have to have PlayStation +, Xbox Live Gold or Ultimate, or Nintendo Switch Online to participate?

JS: No. You can play completely offline. It is a game you can play anywhere and any- well, at 10 p.m. ideally. But you don’t have to have an internet connection. If you do have an internet connection, I think the game experience will be better. Mostly because it is good to see other people playing it at the same time as you online and people sharing clues, people sharing discoveries. So in that respect, being on the internet while playing it is actually quite good. But you really need to concentrate on the game, because it’s not going to be easy. But if you persist, it’s going to be extremely rewarding.

GHOSTS | Kickstarter

They successfully raised 183,245 pounds from 2,231 backers, far bypassing the 165,000 pound goal. (Image taken by me).

OR: Speaking of Kickstarter- what was your Kickstarter experience like, both positive and negative?

JS: I didn’t deal with the Kickstarter very much, to be honest. It was the games company – Visible Games. For me, it was very easy. I was confident that we would reach our target, and we reached our target. I knew there would be some people questioning the 10 p.m. thing, but like anything new or different, there are going to be people who have question marks when up against something like that.  But yeah, it just makes it all the more satisfying when they enjoy the game later and they can see why it’s like that.

But my Kickstarter experience was really, really cool. And we raised a lot of money and I’m still like really, really grateful because times are hard, so for people to put their hand in their pocket and give money to us to make the game is crazy. And on the Discord as well – there is a Discord for the game- people are really, really nice and like breaking down everything I say on Twitter and go frame-by-frame on my announcement videos as well to see if there are any kind of clues.

And I did put clues in things. I do say cryptic things online sometimes to give clues to what’s going to happen in the game, because I think it’s fun. And those people are ultra smart and they’ve figured out a lot of it. So the experience of meeting, at least virtually, these people who’ve put money in the game in Discord has been great.

OR: Did you choose the various rewards to include with the GHOSTS Kickstarter?

JS: Yeah, I chose basically everything. Everything- nothing will go out unless it has been overseen by me. So every single thing you see, every product, has been chosen by me because it ties into the game. This isn’t like just merchandise you’re getting, it ties into the game. Everything ties into the game in more ways than you can realize.

And if you did back the Kickstarter, you will have a better experience than people who didn’t back the Kickstarter.  And I can’t say why yet. You can have a great game experience, basically.

OR: What is your plan on keeping the backers included and informed as the game development progresses?

JS: So there is the usual updates every now and again. But for the rest of this year, until the game comes out early next year, there are going to be a lot of things. And I know some Kickstarters, as soon as the deadline hits, you barely hear from those people. But here, it is going to be the opposite. There will be almost too much stuff. I am planning a lot of things this year. There will be things that will come out before the game is released to almost fill in the blanks that some people will have, the questions. And I’m very, very excited because, like, this isn’t just a standalone game to me- this is a wider world and you will see some of the wider world manifest throughout the year. And it’s going to blow people’s minds because it hasn’t been done before.

The closest to what I’m trying to do is the Japanese game Sweet Home from 1989. And if you see what they did around that game release, that is closest to what GHOSTS is. And I’ll let people do the random research on that. But people will be informed the entire way. There’s lots more stuff to reveal, there’s a lot of cast to reveal, as well. Some familiar faces, some unfamiliar faces. It’s going to be so much fun.


“Working with them is literally a dream come true, because those guys are my heroes- the guys who work in Jim Henson’s Creature Shop- they are my heroes. And the stuff they do, they create magic out of thin air.”


OR: Your most recent movie was HOST, which stars the same cast as GHOSTS– we talked about that earlier. How is writing a theatrical movie different than for a full-motion video? Do you feel the need to ‘save the cat’ with an FMV?

JS: The only difference really is that you’re crossing multiple films at once when you’re doing a full-motion video game, because of all the different choices and tangents a video game can go into. So it’s a lot more work, but I think ultimately, you’ll be more satisfied because the world-building you have to do in a game is much bigger than the world-building you have to do in a film. Because the film is a snapshot, when the game needs to be more [of] a fleshed out world.

And that was different. Because I haven’t developed a game before, it was a new experience to me. It was so much fun. That’s the kind of main difference. And also, I guess that another big difference is the fact that if I’m doing a film, there’s a certain level of expectation placed on what I’ve done before. But with a game, this is my first game, so people will not know what to expect. And I’m pretty certain that they will not expect what they see with this game because there hasn’t been a game like this before. And I think, unless I make another one like this, I don’t think there will be a game like this again because it’s the amalgamation of so many different things that I love.

So yeah, the main difference is the amount of work that goes into the video game is a lot more than [with] a film.

OR: Earlier in this interview, you mentioned how the Long Lady was being designed by Trevor Henderson and being fabricated by Jim Henson’s Creature Shop. Why did you choose to go with those two to create your Long Lady, and could you tell us a bit about what it was like working with them?

JS: Well, Trevor Henderson makes the best creatures and people from two-years-old to 80-years-old- most people who will know who Siren Head is. And he’s done characters as well: Long Horse, Cartoon Cat, and some other ones. Really iconic creatures, and he’s built up such a big following because he has a unique take on things. So yeah, I was always a fan and we’ve spoken briefly on Twitter before and we became mates. And I was ‘Hey, I’m doing this thing’, and I told him the legend of the Long Lady and what the Long Lady is all about and how she’s made and why she’s around, et cetera. He knows more than anyone, and he designed her based on that. And he’s fully into it, and it isn’t going to be the only time that Trevor and I are going to work together. We’re going to work together on multiple things, which is great. So this is just the first of many things we’re doing together.

But of course, I need someone to actually make the creature. And I only had one name in mind, and that was Jim Henson’s Creature Shop because I am genuinely the biggest Labyrinth fan you will meet. I watch Labyrinth every other day, I love Dark Crystal, I love all the creatures they’ve ever done in any film. So I was just like ‘I wonder if they will be up for this?’ And I just approached them, and I said ‘You don’t know me, but this is what I want to do.’ And they just loved the idea and they trusted me and just wanted to work with me, so they just made it work. Working with them is literally a dream come true, because those guys are my heroes- the guys who work in Jim Henson’s Creature Shop- they are my heroes. And the stuff they do, they create magic out of thin air. So seeing the Long Lady come to life, see all the video tests and the photos they sent me along the way- at some point I will release all the stuff that they sent me, it’s incredible.

But they’ve created a really iconic creature that I feel stands up with some of their other iconic creatures. It’s incredible what they’ve done, really clever the way they went about it as well. So- and this is the first time Trevor had seen one of his creations come to life, so he is incredibly happy as well. And yeah, it’s a dream come true working with them.

GHOSTS | The Long Lady

So far, only glimpses of the Long Lady have been released. (Image owned by Visible Games).

OR: About how long from conceptualization to the final creature being created by Jim Henson’s Creature Workshop did the Long Lady take?

JS: Ummm…let me think. I think it’s like a solid two months. I don’t think they worked on it everyday, but it was two months of them working because she’s obviously really, really big. So it takes awhile, and they have to build a special crate for her as well.

So yeah, it’s just really exciting. And me and Trevor are going to work together a lot, and me and Jim Henson[‘s Creature Shop] are going to work together a lot as well. But yeah, I can’t say too much about that.

OR: GHOSTS is being made in partnership with Visible Games and Limited Run Games. How did you end up working with both of these companies to create GHOSTS, and what role do they play in the creation of your game?

JS: After I came up with the idea for GHOSTS, weirdly, about a day after, Visible Games just DM’d me on Twitter and said ‘Hey, we make horror games. If you ever have any ideas, hit us up.’ And I was like ‘Well, that is weird timing because I’ve got this idea for a game but it’s kind of out there- it’s live-action.’ And I just jumped on Zoom, and we had multiple meetings and we worked out that they could do everything I asked, and like I said I don’t come from a game development background so I didn’t know what the rules were. So I just played off a whole bunch of things I wanted to, and what I wanted this game to feel like and achieve. And Visible Games was like ‘Cool, we’ll have to hire a whole bunch of people, but we can do this thing probably.’

And then together with Visible Games, we approached Limited Run Games because they’re the biggest independent distributor there is. So we went to them, and we pitched them GHOSTS and they said ‘Yes’ straight away. They were very, very much into it. Limited Run Games has been incredible, incredible to work with. They have provided a way to get this game to people and so it’s being released in a physical format and digital form.

And you can’t really ask for anything more, really.  In every case, GHOSTS went to the best people possible and it worked out. So I’m just extremely lucky to be working with these people.

Read onto Page Two to find out about how trailers and adverts will appear in GHOSTS, what Jed Shepard sees of himself in the game, and how people can still score a physical copy of GHOSTS now. 

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INTERVIEW: Jed Shepard Talks Horror Game GHOSTS (Pt. 1) https://operationrainfall.com/2021/05/26/interview-jed-shepard-discusses-manx-horror-game-ghosts-part-one-host/?utm_source=rss&utm_medium=rss&utm_campaign=interview-jed-shepard-discusses-manx-horror-game-ghosts-part-one-host&utm_source=rss&utm_medium=rss&utm_campaign=interview-jed-shepard-discusses-manx-horror-game-ghosts-part-one-host https://operationrainfall.com/2021/05/26/interview-jed-shepard-discusses-manx-horror-game-ghosts-part-one-host/#respond Wed, 26 May 2021 14:00:09 +0000 http://operationrainfall.com/?p=322701 I talk with Jed Shepard about his upcoming Kickstarter game GHOSTS, the influence of Nigel Kneale and Hideo Kojima, and more. (Part One)

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GHOSTS | GHOSTS Logo

GHOSTS is a full-motion, live-action horror video game from the mind behind the 2020 movie HOST. In a unique twist to the video game genre, players can only begin the story of GHOSTS and start to unwrap the legend of the Long Lady after 10 p.m. local time. After a successful Kickstarter campaign, GHOSTS is set for release in early 2022 on Nintendo, PlayStation, Xbox, and PC platforms.

I caught up with Jed Shepard, the director and writer of GHOSTS last week. During our interview, we talked about both the Manx horror and Hideo Kojima inspirations behind the game, why there is a 10 p.m. start time, about the creation of the Long Lady herself, and more.

You can follow Jed Shepard on Twitter and on IMDB.

You can check out GHOSTS on their official Kickstarter page, on Discord, and via their pre-order Backerkit page when it goes live.


This interview has been edited for content and clarity.

Operation Rainfall: My name is Quentin H. with Operation Rainfall, and you are?

Jed Shepard: I am Jed Shepard.

OR: What is GHOSTS? Who or what is the Long Lady?

JS: GHOSTS is a live-action, real-time video game starring the five main cast of the horror film HOST. The conceit is that they are on a reality TV show that goes and hunts ghosts. They are in a supposed ‘haunted house’, and the person who is playing the game is playing the overworked, underpaid, producer of the TV show.

There is a creature called the Long Lady that’s out there, and the rumor is that if you see her, she will be really tall – she is really long – and if you see her face, you die.

So you have that to worry about. And you’re all by yourself in the broadcast van. There is a lot to think about when playing this game.


“I think [Nigel Kneale] is just a really underrated writer who created a lot of what we think is English folk horror now. He’s just really influential to me, and I just wanted to create something that feels universal but is thoroughly British folk horror in essence.”


OR: GHOSTS is an FMV and real-time video game. Can you explain what FMV and real-time is? For that matter, why an FMV game? Why a real-time game?

JS: So [a] full-motion video game is basically a video game that isn’t just sprites or code. It’s essentially live action like a film. So there’s real actors not doing motion capture, [for] they are playing themselves. In the past, full motion video games that people would know about are ones like Phantasmagoria, The 7th Guest, Double Switch, and of course, Night Trap. Some of them are good, and some of them are not so good. [OR Note: All of these mentioned FMV video games were released between 1992 and 1995 for home console and/or PC platforms.]

The limitations of the technology in the ’90s and early 2000s led the gameplay to be less than fun in some cases. So I’m doing it because I loved those games. I loved the unique charm of those games. And during lockdown, I’ve replayed a whole bunch of them because Limited Run Games re-released a whole load of them. So I just thought ‘why not combine stuff that I like, my friends, and full-motion video games?’

The live action element is just that: live action. And it’s the first time that you’ll be able to be in a live environment where you will feel like you’re in danger yourself. It’s very immersive, and it’s with characters and people that you would like because a lot of the people who buy the game are obviously HOST fans- So you’ll be in familiar ground.

OR: In almost a side-statement from your Kickstarter campaign– which we will talk about later on, I promise- you mentioned that your game “takes inspiration from the works of Manx screenwriter Nigel Kneale and the blurring of fact and fiction in the found footage movies from the last 25 years.”

For those who might not be familiar, can you tell our audience who Nigel Kneale is and what ‘Manx’ is, and can you please talk about what it is about Mr. Kneale’s works that influence your own project?

JS: So Manx is just the colloquial term that comes from the Isle of Man, which is a little island off of the coast of [Great] Britain. It’s a very unique place over there, because it’s separate from the mainland.

[Nigel Kneale] is just a writer who came to prominence in the ’50s, ’60s, and ’70s. He was the creator of the Quartermass series, which built his popularity in America. He did a lot of things, but one of the main things he did was bring prime time horror to British TV. He did the Quartermass stuff originally that became theatrical movies. He did, in the ’70s, a filmography TV series called Beasts, which was a show that I loved. It’s a story about creatures and each story was different. But people probably know him best, besides Quartermass, for The Stone Tape, which was a TV movie in the ’70s which was really influential to people like John Carpenter and myself.

I think he is just a really underrated writer who created a lot of what we think is English folk horror now. He’s just really influential to me, and I just wanted to create something that feels universal but is thoroughly British folk horror in essence. And yeah, he died a little while ago, but his legacy lives on.

And I think you will see some of the reverberations of his work in things like the British TV show Ghost Watch, which I think inspired things like Paranormal Activity. So yeah, Nigel Kneale is a big influence to me.

The other big influence is Hideo Kojima, who obviously did METAL GEAR SOLID as well as a million other games. But one game, for me, that he did that really influenced me for GHOSTS is called boktai: The Sun is in Your Hand. And that is a Game Boy Advance game- if you can get it in good condition, it is worth a little bit- but it has a solar panel on the back of the cartridge. That meant that when you played it, you had to go outside into the sun to power up your vampire hunter, because sunlight kills vampires.

So it was the blurring of video gaming and reality which I really loved. And, of course, Kojima’s absolute genius. So I was inspired there and I wanted to do something similar for GHOSTS.


“I want people to be entertained. I think the way to entertain people now is to do something different, something that they haven’t seen before.”


OR: Let’s talk a little bit more about Mr. Kneale before we will pick up on the Kojima thread.

Mr. Kneale’s Quartermass projects were always a product of their time- the very first Quartermass serial in 1953 dealt with a ‘near future’ of the first manned flight into space and subsequent alien contact. HOST is a product of the 2020 pandemic in how it is found footage of a Zoom call. Is GHOSTS a product of its time too? How or how not?

JS: Yes, it very much is. I can’t say too much why, but it takes broad shots at various different things that are happening now. And I think my thing with everything I do- you make something that is classically horror like a haunted house with something new that is happening. And although doing an FMV game feels like a throwback, when people see what is actually happening with this game, it will feel fresh and new.

And that’s what Nigel Kneale did as well. He married some of the classic horror tropes from the early twentieth century and the late nineteenth century with things that were happening at the time. And that’s what I chose to do with this.

OR: In a 1979 interview with Starburst magazine, when Mr. Kneale was asked if he found Quartermass to be an albatross around his neck, he said “[w]ell, a little bit” because “[i]t’s like an actor being in a series: you get stuck with the image.”

With first the success of HOST and now with your upcoming GHOSTS game, does that ring true for you any? Are you welcoming of the albatross?

JS: Very, very good question. Of course, after HOST, people have a certain expectation of what I’m going to do next. And I think I surprised people with doing a video game next. I think people did not see that coming, and were surprised and confused. But people that actually know me know that this isn’t a surprise, because it’s the kind of thing that I’ve been into my whole life.

If HOST is an albatross around my neck, so be it! It’s a good albatross to have. If it means having a successful horror film, then I am happy with that albatross. But yeah, you’ll see with the next actual film thing that we do, it’s nothing like HOST. Nothing that will change the narrative somewhat. I’m always into high-concept horror with a British twist. So I’m happy to be compartmentalized in that zone, and I knew it was going to happen.

But you’ll see in the next couple of years the range of stuff that I’m doing- the stuff that hasn’t been announced yet, but will be announced very soon in the game world, in the film world, and in the TV world. There is a lot to come, and a lot to be announced very soon. And I think people will be incredibly surprised with the choices we’ve made. I’m excited.

GHOSTS | Cast

The cast from HOST returns for the game GHOSTS. (Image courtesy of Visible Games).

OR: One last connection before we move on. In that same Starburst interview, Mr. Kneale talks about how the original Quartermass was a disruption in how TV shows were scripted- instead of a three-act stage play with intervals between the acts, Quartermass would intercut in the middle of a scene like a movie. Does GHOSTS seek to upend the storytelling and gameplay format for video games as well?

JS: These are really good questions. You’re the first person to ask me about direct references to Nigel Kneale, and I’m glad because I haven’t had the chance to speak about it.

Yes! I think the conventions of storytelling work for a horror film, obviously, and are bent a little bit because I’m telling them within the confines of a video game. And obviously, video games have a certain format to them too. And the fact that you can only play the game at ten P.M., it’s locked until that time, is something that hasn’t been done before.

It’s something interesting and different that I wanted to bring to the table. And I’m sure we’ll speak about it in a little while, but that’s how I wanted to disrupt video games. I didn’t come from a video game development background, so I don’t know the ‘rules’. I haven’t read any books about it. So I’m just coming from the story perspective. I’m like ‘I want the story to be as immersive and as interesting and as cool and as different as possible. Most of all, entertaining.’

The very top of it is entertainment. I want people to be entertained. I think the way to entertain people now is to do something different, something that they haven’t seen before. So that’s how it plays into Nigel Kneale. And what Nigel Kneale did was bring horror to the masses. The video game world is much, much, much bigger than the film world and industry-wise. If I’m going to tell a story that reaches as many people as possible, of course I’m going to go to the place where you can reach the most people, which is video games.

I’m really surprised more people haven’t done that. People probably didn’t think I’d shift so early from horror films to video games, but it’s something I’ve always wanted to do. I’ve always had it in the back of my mind to do a video game. So this is going to be the first, and it’s not going to be the last.

Continue on to Page Two to find out how Hideo Kojima influenced GHOSTS, what Mr. Shepard’s first game development experience is like, and more.

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(18+) INTERVIEW: FluvStruck https://operationrainfall.com/2020/10/05/fluvstruck-interview/?utm_source=rss&utm_medium=rss&utm_campaign=fluvstruck-interview&utm_source=rss&utm_medium=rss&utm_campaign=fluvstruck-interview https://operationrainfall.com/2020/10/05/fluvstruck-interview/#respond Mon, 05 Oct 2020 13:00:06 +0000 http://operationrainfall.com/?p=316079 So nice tidbits in here, check it out!

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FluvStruck | Kickstarter

A new month is here and we have new information for FluvStruck! In fact, we have the project lead himself today to answer several questions about the game’s direction. In case you’re not aware of what FluvStruck is, let me inform you. It’s a currently in progress campaign over on Kickstarter for a very ambitious dating simulator. How ambitious are we talking? Well, considering they want to be better than HuniePop that’s a serious mountain to climb. I previously covered the campaign this past week, and a member of the team took an interest in answering some questions. I took my good old time with the current demo build and came up with some hard hitting questions. The results are below. If you like these answers, feel free to support FluvStruck on Kickstarter so they can add more beautiful women to their game.

Formalities are important when addressing an audience. Who do I have the honor of speaking with and what role do you have on the development team?

You are speaking to Saber, the project lead for FluvStruck! Although I love to dabble in every field, my main role other than direction is writing and game design.

You call FluvStruck a Huniepop-inspired dating simulator. The current build of your demo features a lot of mechanics that many will recognize straight away. May I ask what exactly did you find so appealing about HuniePop’s formula that you end up using it as a base for your first game? What did you learn in the process of making it?

Huniepop is indeed a memorable game, it had a lot of fun features, one of those was my own enjoyment in a puzzle type game, aka – the match 3, in which you’d date the girl with a puzzle. It was fun, challenging when it needed to be and was very easy to get used to throughout the game, but I always wanted more of everything else, interactions with girls, story, getting to really date the girl. So being inspired by the idea to make something more, make something fun with a puzzle type mechanic as well as many other features that fill that gap.

If I’m allowed to be honest with you and the public for a quick question. When I saw your campaign, as sad as it may sound, my initial reaction to your campaign was “Oh, it’s another one of these”. The public has seen a lot of HuniePop clones and researching yours I now see a lot of potential. However, my question is how does the team plan to make FluvStruck different from those that tried and even failed while convincing those on the outside looking in?

With content that really stands out, I agree – I had initial thoughts that perhaps people would relate us to Huniepop too closely, but I don’t think that’s a bad thing, it’s very common to look at one game and think it’s similar to another, and although we’re inspired by the scene Huniepop created, we’re an entirely different game with content that will truly set us apart, so I hope everyone will look forward to that, while also enjoying some familiar mechanics.

FluvStruck | UI

These types of games live fully or die quickly depending on their character roster. To put it plainly, if the girls aren’t cute then why am I bothering to try and get in their pants? What steps has the team taken to make sure the girls are interesting enough to make it worth getting to know them? In addition, may I ask what are the inspirations behind the roster?

The character roster is a very important part and it certainly hasn’t been neglected, this game used to be a manga I was writing, it’s a story that has been developed thoroughly over the years and each character has a background, has feelings, has thoughts and really does feel like she’s part of the world. The girls are designed in a way to stand out from each other, a lot of design choices were made from experimentation, working with different outfits and hairstyles to make sure they look the part, as well as make some characters have a deeper, darker background despite their outward cute appearance. It will not only be looks that draw you to the girls but their stories and personality.

There are two unique things about FluvStruck that I really want to touch more on. First, I’m talking about the ability to be a female main character. Secondly, the previously confirmed addition of a futanari heroine. Considering that this is a very lewd game in the making. Thanks in advance. What sort of lewd scene variety will we get with these two very big things? Will the story play differently as a female main character? What can futanari fans expect from this special surprise?

Yes! The game will certainly play differently as a female, although not enough that it feels like you’re missing out on content – it makes you actually feel like the gender you’ve selected, and the girls will respond to you sometimes in a way that makes it personal to you. As far as the futanari character, you will be able to toggle her from being normal to futanari in case that’s not for you, this is a fantasy world where demons, angels and many other secretive people exist, so it’s not far fetched that a girl with the futanari trait exists. There will be specific futa content with her toggled that way, or specific human content if toggled the other, so you won’t miss a whole lot.

As an adamant fan of the lewd fine arts, I have to ask you more about the kind of spicy content we can expect in FluvStruck. In particular, how do you plan to spice up these text messages and how do you plan to distract and hopefully destroy our focus during the sexually climactic final dates?

Although I’d like to keep most of this topic a secret what I can say is that you’ll have plenty of scenes that distract you, however the dates and relationships you have with the girls won’t necessarily mean you’ll get to the same scenes at the same time – each girls “route” has different points in which you’ll get to have that fun, some may be sooner than others, some may be really far in – it’s all unique and interesting, since we wanted to keep it feeling a little more personal.

FluvStruck | Title Screen

I know I’m asking a lot of heavy questions, especially when over 500 people have come to your aid. Let’s tone it down a bit and ask: Has the Kickstarter campaign surprised you? What were the initial thoughts before the page even launched?

It has certainly surprised me, the campaign has been wonderful and I love to share the game with everyone and see their excitement. It’s fun to engage with the community and share my own thoughts too. I didn’t really have too many thoughts before we launched the page, It was mostly just thinking about how to show people what they’ll be playing, what kind of game and environment it’s set in.

This certainly isn’t a solo effort. With so much to think about and much more proper execution needed to pull this off successfully, what has working with your staff been like? What’s the approach now that the game is going to be funded?

The game has indeed been funded and we’ve hit some amazing goals! I’ve been so grateful not only to the supporters but the team working with me to create this game! They’re all wonderful people, lovely to talk to and work with and incredibly talented. Our approach is to push the demo away and start working heavily on the next builds of the game, getting Amber in next alongside new mechanics to get people excited for the full release. We’ll be redesigning a lot of the UI and making the screens that we haven’t seen yet, so be on the lookout for that in the near future!

It ain’t easy trying to deviate from a formula that works, so let me ask you a couple more things. What has been the most difficult part about making FluvStruck and what’s been the most gratifying part?

I’d say the hardest part about making FluvStruck has been turning a story into a game through design elements, the very beginning of the process started out with a lot of experimentation and finding good resources to learn from. We had so many different ideas of how the mini-games could work but getting through all of that felt very good and I also think that in of itself is the most gratifying part, seeing it all come together has been amazing.

Is there anything you’d like to inform the fans? Whether new, old, or on the fence about FluvStruck as we head into the final week of the Kickstarter campaign?

There isn’t a whole lot I’d like to say as I think most things have been covered with your questions, but I will say thank you all for being so supportive of our game and helping bring it to life! We couldn’t have done this without everyone, so please do look forward to what you get to play later down the line!

 

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(18+) INTERVIEW: Catgirl’s Questlist + Exclusive Reveal https://operationrainfall.com/2019/06/25/catgirls-questlist-exclusive-reveal/?utm_source=rss&utm_medium=rss&utm_campaign=catgirls-questlist-exclusive-reveal&utm_source=rss&utm_medium=rss&utm_campaign=catgirls-questlist-exclusive-reveal https://operationrainfall.com/2019/06/25/catgirls-questlist-exclusive-reveal/#respond Tue, 25 Jun 2019 18:55:08 +0000 http://operationrainfall.com/?p=286333 An interview AND an exclusive reveal?! Insane!

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Catgirl's Questlist | Ghost

After I Met That Catgirl, My Questlist Got Too Long!, or “Catgirl’s Questlist” has an ongoing Kickstarter, and this visual novel and role-playing game hybrid is a treat for the eyes that the world needs to know about. Rascal Devworks is the team behind this wonderful concoction and I reached out for an interview. This is the end result, enjoy the read.

Let’s get the formalities out of the way. For the unaware readers at home, who are you?

Hey there. I’m Rascal, the founder of Rascal Devworks. I’m the director, writer and character designer of the team. Before Snowed IN, I lurked in the shadows as a consumer, writing the occasional short story and prototyping silly concepts.

Some developers have intricate stories behind their name. How did you come up with the name Rascal Devworks?

The Devworks part of our name is straightforward–that’s what we do, we’re devs. Erodevs. Rascals!

In an interview with Far2Close, you mention playing many Japanese and English visual novels before deciding to make your own. Could you tell us which, if any, stories perhaps influenced the direction of your team’s works?

My first visual novel was Katawa Shoujo. Bold, beautiful, and fun; it left me wanting more, so I started looking into the medium.

As a broke student, I discovered the world of retro visual novels, and fell deep into the rabbit hole. I still have fond memories of the pixels of Paradise Heights. If you haven’t played the free, browser-based selection on JAST USA, you’re missing out on a lot of charm!

My current favorite reads are the two localized entries in the Flowers series. Quite a difference from my lewd beginnings…

Snowed IN | Sigma

Snowed IN is your commercial debut. A small yet impressive Yuri narrative on two fascinating characters in Sigma and Linde. However, self-funding dictates how far you can go. What was working on that budget like? Was there enough cut content to potentially consider a future remastering?

We wanted to make a polished game, but we could not afford to commission everything we wanted. I did not want to compromise on the CGs, and they all ended up having multiple variations, something I am quite proud of. We had to choose between multiple poses for the sprites and multiple outfits, and we went for the latter.

I edited the story to make it match the art, but had to cut a lot of content. I really wanted to have Sigma fight a bunch of goons and wipe the floor with them; she is deadly, after all. I had a super cool CG idea inspired by Rei Hiroe’s Phantom Bullet, gloriously gory.

I’m almost relieved that those scenes didn’t make it. Snowed IN would have been a darker game, and the endings would have probably been all bad; the final game is all about redemption and second chances, and the side story I released in March is very sweet.

I don’t think we’ll remaster Snowed IN, but once I’m done with the side stories, I’m open to the idea of spin-offs.

After I Met That Catgirl, My Questlist Got Too Long!”, or Catgirl’s Questlist for short, is on Kickstarter! A Yuri VN/RPG hybrid that’s quite a leap from your first game. How did you and the team come to an agreement on the concept for this title? What was it like designing the setting and cast?

After Snowed IN, we wanted to try something more ambitious. The team is made of avid RPG players (Final Fantasy, Tales, Dragon Quest, Persona). I showed Bandit (the other member of the team) a screenshot of the erotic RPG I was playing, and he asked me if I could write something like that, but funny. Something like KonoSuba? I decided it had to be an isekai. I have a lot to say about the characters, since I’m pretty proud of them. The following paragraphs might come out as rambling—sorry!

Vera

I wanted Vera, the main character, to be a pretty girl. I had red hair and freckles in mind for her from the start, and I wanted her to be a witch. The core elements of her design are her bun and her cape; Téa, the titular catgirl, makes an offhand comment about Vera’s outfit being inspired by superhero costumes, and she is right.

Her character and combat mechanics are quite straightforward, so I went all out on her motions in battle. Low captured her flirty demeanor perfectly.

Tea

Téa’s design is meant to inspire protective feelings: she is cute, she is fluffy, she is lost in this strange world… and then she opens her mouth.

I wrote her as a tsundere because, unlike other isekai protagonists, she lost a lot. She was supposed to take the state exam to become a real estate agent. She was supposed to visit her father in the hospital. She was supposed to help him—yet she ended up in a different world. Téa wants to go back.

Reniel

I got Reniel’s design right on the first sketch. White looks amazing on her, and the sheer frills make her simple outfit interesting. It also shows off her amazing abs! She looked cheeky enough to have a sword, sturdy enough to wield a shield, and because I’m biased, she ended up getting both.

She is a huge animal lover, and her character made me rethink the battles: would she kill boars and wolves? Of course not! Most of the enemies in Catgirl’s Questlist flee when they reach 0 HP (unless they are wasps) because I refuse to break her heart.Sunny

Sunny’s character started with her name: I wanted to design a gloomy girl and have her rare smile be like a ray of sunshine. She ended up being a bit shy and mysterious in the final game. It will take a while for her to warm up to the others, but I don’t think it’s a bad thing. Her thighs are the stuff dreams are made of.

Mechanically, she feels the most fun. She can do some really crazy stuff with her Mixy-mixy, as long as you have the ingredients.

Lyra

Lyra appears only briefly in the demo, and has a puzzling bonding event. She’s my mystery woman, a woman on a mission. Her backstory changed quite a bit during development. I hope players will like her—she is super intense in her interactions. I really like how algid she is.

Regarding the setting, I wanted Morpheya to be a peaceful land: the animals are rowdy, but the monsters are locked away in the old capital—until they start appearing once again. I don’t know if many players read the books in the library and in the guild, but I spent quite some time working out the rules of the world. I hope that comes across in the story!

More Catgirls on Page 2 ->

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FOW Interactive Launches Subverse Kickstarter https://operationrainfall.com/2019/03/26/fow-interactive-launches-subverse-kickstarter/?utm_source=rss&utm_medium=rss&utm_campaign=fow-interactive-launches-subverse-kickstarter&utm_source=rss&utm_medium=rss&utm_campaign=fow-interactive-launches-subverse-kickstarter https://operationrainfall.com/2019/03/26/fow-interactive-launches-subverse-kickstarter/#respond Tue, 26 Mar 2019 14:46:04 +0000 http://operationrainfall.com/?p=281363 It's time to rise up once more.

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Subverse | Gameplay

Subverse, a new Sci-Fi RPG from the brilliant minds at FOW Interactive, needs your help. The developer might sound familiar to you, that’s because their other name is Studio FOW. For clarification, it’s the same studio that created several high quality not safe for work animations of various popular series. Now with the help of talented Unreal Engine 4 programmers, they hope to bring Subverse to the masses. However, it needs to be funded first through Kickstarter. Once funding reaches £150,000, the developers will be aiming for a base game of 10 chapters with 30 hours worth of content. Pledging £10 (which is around $13.22) secures you a copy of the game.

You’re the captain of your own ship that will recruit very beautiful allies to lead a revolution. In this case, to take down the rulers of the galaxy who hate anything having to do with sex. The game is divided into three portions. First, you have the space portion that plays like a Shoot ‘Em Up. Second, it’s a set of on-foot turn based strategy battles similar to XCOM series. Finally, the dialogue which plays out in highly animated visual novel style. Consequentially, you can bed each of your recruited allies. Don’t take my word for it, let the trailer inform you.

When asked about monetization:

Our entire team strongly opposes the idea of Pay-2-Win mechanics in these types of games – or as our director likes to call it, “Gacha$hit” systems. Therefore, we will not be implementing any artificial progression into Subverse. You’re gonna have to earn that booty the hard way. Any future planned DLC will be cosmetic-only and have no effect on gameplay, only on butt sizes and boob windows.

When asked about getting the girls:

Instead of the usual hentai staple of offering you lewd rewards when you lose, we decided to go with the novel concept of offering you lewd rewards when you actually win! The better you perform in combat, the more you explore, and the more you talk to your waifus – the better your rewards get! Each waifu will have unlockable, fully animated, StudioFOW quality hentai scenes which you can view whenever you wish from the comfort of your own Captain’s Quarters. If you’ve played our previous flash games you’ll know exactly how these scenes function. Pick a pose, pick a speed… and away you go.

 

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Crowdfunding Spotlight: Rainbow Dreams – An SOL/action Visual Novel https://operationrainfall.com/2019/03/08/crowdfunding-spotlight-rainbow-dreams-an-sol-action-visual-novel/?utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-rainbow-dreams-an-sol-action-visual-novel&utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-rainbow-dreams-an-sol-action-visual-novel https://operationrainfall.com/2019/03/08/crowdfunding-spotlight-rainbow-dreams-an-sol-action-visual-novel/#respond Sat, 09 Mar 2019 02:21:50 +0000 http://operationrainfall.com/?p=280209 Top Hat Studios has a new Kickstarter.

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Top Hat Studios has begun their Kickstarter for Rainbow Dreams – An SOL/action Visual Novel. This title is being developed by Epic Works, you probably know them from their work on Episicava – Vol. 1 and Analistica Academy.

Here is a bit about the story straight from Epic Works:

“The universe of Gaea is in a state of perpetual peace as time flows by without any intervening cause, until the world’s creator and goddess, Myra Orbis, decides to vacate her position in Elysium to enter the human world. It is modern day in our world, in a time not too distant from ours. Luka Sanguis, a traumatized, anti-social college student has his life turned upside down when a mysterious girl with glistening white hair appears in his room, claiming to be his wife. Between hunting Daemons by night and dealing with the struggles of personal life by day, Luka must now deal with another trouble – tangling with God herself.”

Here some of the game’s will features:
Crisp, High Quality Anime Art
Unique, 3D Camera – the camera in the game uses a dynamic, parallax-style perspective for a unique experience
8+ hours worth of story
Beautiful VFX
Dynamic Animations
Meaningful Choices
Interesting characters and A Deep World, Hidden with secrets
Ambient OST

The Kickstarter reward tiers start at just $10 for a physical copy of the game. Backers can also choose from a $40 tier that will next you a net you a copy of the game, digital soundtrack + Artbook and an 11×17 poster. $60 backers will get all of the previous tier’s reward with some 6′ acrylic stands and for $20 more they will kick you in a physical copy of the game as well. There is a $250 tier that has even more physical goodies as well.

Right now they have $746 of their $2000 goal. There are plenty of wonderful things they want to add to game via stretch goals if they exceed their initial goal. These include things like new characters, more art and even some basic animation in CG scenes. You can check out a demo of the game here. You can check out Kickstarter page for even more information, or if you want to jump in on this great looking title.

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Crowdfunding Spotlight: Lunark https://operationrainfall.com/2019/01/22/crowdfunding-spotlight-lunark/?utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-lunark&utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-lunark https://operationrainfall.com/2019/01/22/crowdfunding-spotlight-lunark/#respond Tue, 22 Jan 2019 21:45:14 +0000 http://operationrainfall.com/?p=277169 A beautiful project worth checking out

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Lunark | Logo

If you’ve been paying attention to my writing, you’ll know by now that I’m a sucker for beautiful pixelated artwork. So of course I have to gush about Lunark in this Crowdfunding Spotlight. Not only is it a cinematic pixelated platformer in the vein of classics like Prince of Persia, but it’s being created by outstanding pixel artist Johan Vinet. You might know him from such games as Mercenary Kings and Flinthook, both known for their vibrant art style.

Lunark | Intro

Lunark is set to bring modern sensibilities to the genre, such as easier saving. As for gameplay, you can run, hang, jump, climb and roll through danger, in locales such as a flying penitentiary, alien ruins and much more. All that set against the backdrop of a galactic rebellion against a totalitarian regime.

Lunark | Platforming

Sounds interesting, right? Well it gets better. The following is an excerpt from the Kickstarter page about the wider plot of the game:

As Earth became inhospitable, Noah, an AI whose sole purpose was to preserve humanity, was created. Noah chose the Moon as humanity’s Ark – renamed Lunark – using it as a ship to evacuate a handful of chosen ones to the nearest superhabitable planet. Unfortunately, whether the planet was inhabited or not was not part of Noah’s programming.

Centuries later, you play as Leo, an orphan rejected for being… different. You’ll retrace your origins in the midst of a rebellion against the totalitarian regime of Lunark, and meet a wide cast of colorful characters, stuck on either side of the escalating conflict.

Lunark | Dialog

As for consoles, for right now Lunark is only set to release on PC in English, French and Spanish. However, depending on how well the project does, that may improve. Which is where you, the reader, comes in. Lunark’s funding goal is $52,573 in the next 30 days. It’s already off to a good start, more than $4K, but it still has a ways to go. If you’re interested in helping fund it, you have a variety of tiers to back it at.

Lunark | Cell

If you want to get in on the action early, for the next 48 hours only there’s an Early Bird tier at CA$14, netting you the digital game, backer credits and Discord access; CA$25 gets you those sweet tunes for the Early Bird Soundtrack tier, with extra goodies being a soundtrack, wallpapers and digital manual; for a bit more bling, CA$65 nets you the Philanthropist tier, additionally putting your name on things in the game; CA$120 gets you the Superbacker status, providing all previous rewards plus two digital copies and a developer signed postcard; for those really flush, you can get the Designer tier for CA$500, letting you design a vehicle in the game, three digital copies and yourself put in as a NPC. There’s other options too, but you can find those out on the Kickstarter page itself.

Lunark | Cutscene

I personally think Lunark looks really promising, but those on the fence should check out Johan’s previous work. For everyone else, you still have 30 days to help fund the project, and show this creator some love. Be sure to stay tuned to oprainfall for future fascinating crowdfunding ventures and cool niche and indie games.

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Kickstarter Up For an English Dub of Emma: A Victorian Romance https://operationrainfall.com/2018/09/18/kickstarter-english-dub-emma/?utm_source=rss&utm_medium=rss&utm_campaign=kickstarter-english-dub-emma&utm_source=rss&utm_medium=rss&utm_campaign=kickstarter-english-dub-emma https://operationrainfall.com/2018/09/18/kickstarter-english-dub-emma/#respond Wed, 19 Sep 2018 00:04:56 +0000 http://operationrainfall.com/?p=269702 Maid romance.

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Emma: A Victorian Romance Key

A Kickstarter has been set up by Nozomi Entertainment to release a Blu-ray for the first season of Emma: A Victorian Romance with an English dub. The campaign is currently seeking a goal of $110,000 by October 18. At the time of writing it has has received over $39,500 in pledges. There are several stretch goals listed for the campaign. The final goal listed at the moment is at $180,000 for dubbing the second season of the anime. There are also quite a few reward tiers for those that pledge and the rewards range from badges, sneak peaks at progress, postcard sets, and a collector’s edition among other things. You can take a look at full list on their page.

Nozomi Entertainment previously was able to run a successful Kickstarter campaign for a Blu-ray release of the first season of Aria.

SOURCE: Press Release

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Crowdfunding Spotlight: Boyfriend Dungeon https://operationrainfall.com/2018/08/15/crowdfunding-spotlight-boyfriend-dungeon/?utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-boyfriend-dungeon&utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-boyfriend-dungeon https://operationrainfall.com/2018/08/15/crowdfunding-spotlight-boyfriend-dungeon/#respond Wed, 15 Aug 2018 21:04:36 +0000 http://operationrainfall.com/?p=267264 Hack, slash and...date?

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Boyfriend Dungeon | Sunder

If you had told me a week ago I’d be covering a game called Boyfriend Dungeon, I’d call you a filthy liar. Just cause it sounded like such an odd game, at least on the surface. But then I did a bit more research into the game, and discovered it’s being developed by Kitfox Games, the folks behind Moon Hunters, The Shrouded Isle and Shattered Planet. While I haven’t played any of those quite yet, I was rather drawn to Moon Hunters when I saw it at a previous PAX West. Combined with a unique premise and great art, Boyfriend Dungeon actually might have the potential to be a truly great game. But don’t just trust me, listen to some facts from the Kickstarter page.

Boyfriend Dungeon | Background Art

Boyfriend Dungeon isn’t just a catchy name, it’s also a reference to the fact this is a hack and slash isometric dungeon crawler. That means it shares a little bit of DNA with Zelda, but it also means the game potentially has a lot of different ways to play it. See, in the game you actually romance your weapons. Don’t make that face. I’m totally serious! See, the hook of the game is your weapons can also transform into beautiful people (and cats), and besides wielding them in battle you also date them. Strange, sure. Compelling and different? Most definitely!

Click to view slideshow.

Since each love interest is a different weapon, that means you have a wealth of combat options. Take Sunder, who transforms into a Talwar, or Valeria who transforms into a dagger. One nice approach in the game is it’s inclusive to more than just straight men. I’ve seen and played my fair share of games where all love interests are scantily clad women, and that’s fine. But not everybody wants to play a game made only for the average guy. As such, Boyfriend Dungeon lets you romance men, women or even have non-binary romances. That may offend some, but I think it’s a smart decision, since it makes the game more appealing to a wider range of gamers.

Boyfriend Dungeon | Rewards

As for platforms, currently Boyfriend Dungeon is set to release on Steam, but I would venture it might be making its way to other consoles if the project does well. Though it launched today and has 30 days to go, it’s more than half funded as of this writing. But rather than mean you shouldn’t worry about the project, you might be interested in helping support it for one very good reason – the more money a Kickstarter project makes, the more incentive and potential for awesome stretch goals!

Boyfriend Dungeon | Physical Rewards

With that in mind, there are several tiers you can support Boyfriend Dungeon at, and I’ll mention some of the highlights. For as low as $20 CAD you get a digital copy and your name in the credits; for $90 CAD you’ll get that plus a physical box set, 3x Kitfox games, the soundtrack and access to the Beta and Discord; for the generous at heart, you can spend $300 CAD to get all the previous plus pins and stickers, a Rose USB key, postcard, messenger bag, T-Shirt, mug and body pillow; for $1200 CAD you get all that plus a painted portrait; and for the truly wealthy, you can spend $3000 CAD for 10 digital copies, physical box set, 3x Kitfox games, your name in the credits, soundtrack, Beta and Discord, pins and stickers, Rose USB key, postcard, messenger bag, T-Shirt, Mug, body pillow, tag a message, painted portrait and you can advise dates! Those are some crazy options, but you can see all the available tiers by looking below.

Boyfriend Dungeon | Tiers

One more thing before I wrap up. If you happened to have backed Sundered, and decide to back Boyfriend Dungeon today, you’ll be rewarded upon the end of funding with a free digital copy of one of Kitfox’s other games of your choice. Absolutely free! That’s a great deal, especially since it looks like Boyfriend Dungeon will easily get funded today. If you want to check out more details about the game, just check out the Kickstarter page. And if you’re at PAX West, be sure to check out the demo at the Indie Megabooth!

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Crowdfunding Spotlight: Tales of the Neon Sea https://operationrainfall.com/2018/07/31/crowdfunding-spotlight-tales-of-the-neon-sea/?utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-tales-of-the-neon-sea&utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-tales-of-the-neon-sea https://operationrainfall.com/2018/07/31/crowdfunding-spotlight-tales-of-the-neon-sea/#respond Tue, 31 Jul 2018 21:14:32 +0000 http://operationrainfall.com/?p=266308 Unearth the dark mysteries under the neon lights...

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Tales of the Neon Sea | bar

Crowdfunding Spotlight is here to help cover unique and promising new projects, and Tales of the Neon Sea certainly qualifies. Developed by Palm Pioneer and slated to be published by Zodiac Interactive, it is a noir adventure game set in a vibrant cyberpunk landscape. As for the premise, you can view that below.

Tales of the Neon Sea | crime scene

In the near future, humans and sentient AI robots rely on each other for survival despite growing tensions and unease. Our protagonist, formerly a veteran police detective but now retired following years of frustration and disillusionment, spends his days intoxicated while accepting random jobs as a private investigator to make ends meet. He exists within the neon sea of an immense city, its blinding artificial lights unable to hide the shadow of greed and lust that threatens to engulf it at any moment.

This drunken cycle is broken when our hero becomes entangled in a missing person’s case, one which holds the key to tracking down a monstrous killer who long ago escaped justice. Unlock your memories, decode the truth, and resist drowning in the wave of conspiracy that grips the city!

Tales of the Neon Sea | controls

It certainly sounds promising, and it’s also set to release on PC. But you might want to know a bit more about the game, right? Controls are handled either via mouse and keyboard or via gamepad (thankfully). You set about finding clues and solving puzzles, but you also have William the black cat at your disposal to help unearth hidden paths that the detective can’t travel. Given the nature of the plot, I’m not so sure William is a biological cat, but he still sounds like an interesting companion. Perhaps best of all is the fact the game is already half constructed, so hopefully the advent of some crowdfunding will see to it that the game gets made all the faster.

Tales of the Neon Sea | team

The folks behind the game

By now you might be interested in helping fund the game, and there’s a lot of ways to do so in the next 29 days. Tales of the Neon Sea only needs $10,093 to get funded and there’s a lot of tiers at your disposal. The lowest tier to get something is NZ$ 18, which nets you a digital copy of the game as well as a thank you; NZ$ 24 gets you all the previous awards plus some HD wallpapers; if you want to spend a bit more, NZ$ 43 gets you all that plus a digital OST and DLC (assuming the funding goals for those are reached); for NZ$ 146, you’ll get a bunch, including refrigerator magnets, a digital art book and access to an early demo; and for the truly money flush, you can spend NZ$ 882 for a ton of stuff, including the option to design a key NPC in Tales of the Neon Sea. There’s more tiers than that, though you can see a bunch below.

Tales of the Neon Sea | Rewards

All in all, Tales of the Neon Sea is a promising looking game. If you love helping fund cool indie projects and love pixel art, you can’t really go wrong. To see more details, just check out the official Kicktarter page.

Tales of the Neon Sea | Lab

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Crowdfunding Spotlight: Steamboat Billy: The Curse of The Leviathan https://operationrainfall.com/2018/05/15/crowdfunding-spotlight-steamboat-billy-the-curse-of-leviathan/?utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-steamboat-billy-the-curse-of-leviathan&utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-steamboat-billy-the-curse-of-leviathan https://operationrainfall.com/2018/05/15/crowdfunding-spotlight-steamboat-billy-the-curse-of-leviathan/#respond Tue, 15 May 2018 21:36:14 +0000 http://operationrainfall.com/?p=260628 Toot toot! I'm off to sea for adventure!

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Steamboat Billy | Banner

It’s no secret I’m drawn to games with a unique visual style. They don’t have to be the most flashy and realistic to get my attention, they just have to be memorable. So when I saw Steamboat Billy hit Kickstarter, a game that features a similar aesthetic to Cuphead but is actually an RPG, I was intrigued. The project officially launched earlier today, and you can quickly tell that there is no lack of inspiration from other popular series. The project mentions being inspired by such games as The Legend of Zelda: Wind Waker and even Pokémon. Mixed with the 1930’s art style, that’s a heady brew. If funded, it is also slated to release on Steam, PS4, XBox One and even the Nintendo Switch.

Steamboat Billy | Team

Steamboat Billy is being developed by ManaVoid Entertainment, and they seem to be a capable team. While I’m not personally familiar with their first game, they did already successfully crowdfund Epic Manager, as well as assisting with Mages of Mystralia. That’s a good track record for a team that only came together 4 short years ago! Collectively they have a lot of industry experience, and their art director has even listed himself as “Disney-obsessed”, so I feel Steamboat Billy is in good hands. With that out of the way, let’s see what the game is all about, shall we? The following is a quick rundown in the developers own words –

The terrible Leviathan and his cronies have cursed the realm, leaving its inhabitants in colorless chaos and fear! The game strongly emphasizes sea exploration akin to: The Legend of Zelda: The Wind Waker, and also contains creature collection, training and strategic turn-based battling systems similar to the classic Pokémon games.

Steamboat Billy’s unique and dynamic art style grew out of our love of classic 1930s American cartoon aesthetics and the recent indie hit Cuphead. We have re-mixed these vintage cartoon graphics, adding hints of Japanese anime to our characters and implemented modern animation techniques to enhance the game’s visual effects.

Steamboat Billy | Features

To me, the premise sounds like a mixture between Paper Mario and other more traditional RPGs. As for gameplay itself, it sounds like an ambitious mixture of many styles, including crafting, fishing, monster collection and more. Additionally, if you liked sailing about in Wind Waker, this game will feature a similar mechanic (guess that’s what the Steamboat is for). There appears to be a lot of exploration of a vast world. That’s great, but what has me more excited is that the combat is a mixture of turn based and quick time mechanics. Oh and regarding the creature raising, not only can you add critters to your team, you can also let them help build things for you at Star Harbor!

Steamboat Billy | Inventory

There’s a lot that I like about Steamboat Billy so far, but it can only be realized if enough people help fund it. As it just launched, it’s not that far yet, but it still has 29 days to go in order to reach the funding goal of $50, 791. That may sound like a large amount, but in my experience it’s better for devs to be realistic about how much money they’ll need than to ask for too little and then delay production as a result.

Steamboat Billy | Languages

Don’t speak English? Not a problem!

As far as funding the project, there are a lot of choice tiers you can fund at.

CA$20 – The Sailor Pack – Backer Exclusive HD Wallpaper and a digital copy of the game
CA$30 – The Officer Pack – The previous rewards in addition to closed Beta access
CA$40 – The First Mate Pack – All previous rewards, listed as First Mate in credits, digital artbook and soundtrack and in-game exclusive pet “Felicity the cat”
CA$60 – The Captain Pack – All previous rewards, listed as Captain in credits, Alpha access, house guard Mr. Molson the dog
CA$150 – The Merfolk Pack – All previous rewards, listed as Merfolk in credits, limited edition signed print, exclusive T-shirt, immortalize an epitaph in Davy Jones’ Locker and in-game pet Pinato the Llama
CA$5000 – The Leviathan Pack – Everything, including some crazy rewards like naming an in-game NPC, a digital portrait of yourself in the game and attending a launch party in Montreal, Canada

Steamboat Billy | Rewards

There’s plenty of other tiers as well, but those are some of the most compelling. I really hope to see Steamboat Billy: The Curse of the Leviathan get funded. There’s a lot of heart and charm in the style, and I always enjoy more traditional based RPGs. If you’re interested in helping it out, you can find out more details on the official Kickstarter page.

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Crowdfunding Spotlight: Tala & the Flower Seed https://operationrainfall.com/2018/03/16/crowdfunding-spotlight-tala-the-flower-seed/?utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-tala-the-flower-seed&utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-tala-the-flower-seed https://operationrainfall.com/2018/03/16/crowdfunding-spotlight-tala-the-flower-seed/#respond Fri, 16 Mar 2018 20:41:31 +0000 http://operationrainfall.com/?p=256929 A captivating art style for a unique puzzle game

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I’m always attracted to a game initially by its visual style. It doesn’t necessarily have to be complicated or even realistic, it just has to hook me. That’s certainly the case for Tala & the Flower Seed, currently looking for funding on Kickstarter. Developed by Matthew Petrak, it is a adventure game with lots of puzzles and a very compelling aesthetic inspired by nature photography and classic animation techniques.

Tala | Matthew

How can you not support an artist this fearless?

The plot of Tala is whimsical and simple. You play the titular Tala, who is a forest spirit. She lives in a woodland town and helps the Town Guardian with various tasks. As preparations for venturing into the Deep Woods begins, Tala is tasked with keeping the town safe in the interim. Things quickly spiral out of control, as the Guardian goes missing, and it’s up to Tala to save the day. This is done via solving many puzzles and finding the right ingredients to succeed.

Tala | Puzzle it Out

One of the things I find most interesting about Tala is how the whole story is told without dialogue. Instead, it’s shown through thought bubbles, much like in Karma. Incarnation 1, which also had an eye popping art style. The entirety of the adventure is a point and click experience, which means you’ll be using your thinking cap a lot. Best of all, the thought bubble design means Tala is approachable even to those who don’t necessarily speak English. Tala also boasts a large cast of colorful characters, ranging from the Baker and Gardener to even some folks living on the periphery of the Deep Woods.

Tala | Townsfolk

Most everything in the environment can be interacted with, and there are lots of cool visual treats such as things blowing in the wind or chimneys bellowing smoke. The game will also make use of smart contextual cues to help you know what you can and can’t interact with. This is a world that is meant to immerse the player, and when coupled with the beautiful hand drawn aesthetic by Matthew and original music by Cody Rueger, it has the potential to be quite compelling.

Tala | Rewards

As for the funding itself, Tala is only asking for AU$ 13,223. That’s pretty reasonable, but you’re probably wondering about the funding tiers. The cheapest tier to get the game is for AU$ 15, which nets you the game and your name in the credits; if you’re about the music, AU$ 25 will also get you the soundtrack; if you’re more visually motivated, AU$ 50 will get you a limited pack of 3 postcards; AU$ 75 will have Matthew draw a portrait of you in the style of the game; for those who demand physical goodies, AU$ 150 gets you a sweet wooden pin, and there are even some tiers beyond that. That’s a decent amount of funding options, though it probably wouldn’t hurt to have a few more intermediate tiers.

Tala | Postcards

If you’re interested in helping this fascinating looking adventure get brought to life, you still have 25 days to go. To discover more about Tala & the Flower Seed, just check out the Kickstarter or try out the demo today. Stay tuned to oprainfall for more unique projects to be given the spotlight!

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Crowdfunding Spotlight: Chicken Wiggle Workshop https://operationrainfall.com/2018/03/06/crowdfunding-spotlight-chicken-wiggle-workshop/?utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-chicken-wiggle-workshop&utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-chicken-wiggle-workshop https://operationrainfall.com/2018/03/06/crowdfunding-spotlight-chicken-wiggle-workshop/#respond Tue, 06 Mar 2018 21:38:42 +0000 http://operationrainfall.com/?p=256183 Are you ready to hatch Chicken Wiggle Workshop on Nintendo Switch?

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Crowdfunding Spotlight | Chicken Wiggle Workshop

It’s been a while since I’ve written one of these, and that alone should tell you something. When I first got started crowdfunding games on Kickstarter, I was bitten by the promoter bug, and did my level best to write up every single game that looked even remotely interesting. I’ve become a little bit more selective since then, tempered by the wait time for many projects and occasionally being slightly disappointed by the end result. But when the project is an updated HD version of a game I already love, there’s no reason not to promote it. The original game was a lovely 3DS title called Chicken Wiggle, but this Kickstarter is for Chicken Wiggle Workshop!

Chicken Wiggle Workshop | HD

There are two primary differences between the original game and Chicken Wiggle Workshop. First, as I’ve stated above, this new game is in HD. That’s not always something I like, but after looking at the concept art, I feel the HD face lift gives Workshop a heaping dose of extra personality. The furrowed eyebrows and shiny peepers make it look even more adorable. The second difference is the console. While I really enjoyed Chicken Wiggle on my 3DS, it was released towards the end of that portable’s life cycle, and perhaps as a result didn’t sell as well as expected. Which is exactly why Workshop is headed to the sexiest new Nintendo console, the Nintendo Switch!

Chicken Wiggle Workshop | Crush

Chicken Wiggle Workshop will have all the same bells and whistles of the original version, but it will also feature some extra bonuses. While many of those are under wraps until the initial funding goal of $30,000 is met, they did hint that one of the things it might feature is an additional musical track composed by none other than Grant Kirkhope! If the New Music Soundtrack stretch goal is achieved, a great game will be even more charming.

Chicken Wiggle Workshop | Fling

As for the pledge tiers, I’ll cover some of the more compelling options. Those who back it early can support Chicken Wiggle Workshop for a mere $10 at the Early Bird tier; if you want to get more bang for your cluck (I’m so sorry), you might be more interested in spending $20 to also get the digital soundtrack; $30 will get you two copies of the game, as well as the soundtrack and wallpapers; I know some of you love physical swag, so starting at $60, you can get a sweet Chicken Wiggle Workshop T-shirt; for $80, you get an amazing looking, signed physical artbook; for those who want to be part of the project, $250 will make one of your level designs part of the game and get credit; and for $500, you get to party with the team at the VIP Wrap party!

Chicken Wiggle Workshop | Artbook

Those are all relatively affordable tiers, just compared to previous projects I have backed. If you like unique, cute indie games with enjoyable platforming and a robust level creator, you should give Chicken Wiggle Workshop a look. It has until April 5th to meet its backing goal, and as a fan of the original, I fervently hope it succeeds. I easily spent a good 30 hours or more just tinkering with the level editor and designing my own crazy levels. You can check out the official Kickstarter page here.

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Kickstarter Spotlight: 隣人-Neighbor- https://operationrainfall.com/2018/03/02/kickstarter-spotlight-%e9%9a%a3%e4%ba%ba-neighbor/?utm_source=rss&utm_medium=rss&utm_campaign=kickstarter-spotlight-%25e9%259a%25a3%25e4%25ba%25ba-neighbor&utm_source=rss&utm_medium=rss&utm_campaign=kickstarter-spotlight-%25e9%259a%25a3%25e4%25ba%25ba-neighbor https://operationrainfall.com/2018/03/02/kickstarter-spotlight-%e9%9a%a3%e4%ba%ba-neighbor/#respond Fri, 02 Mar 2018 17:58:47 +0000 http://operationrainfall.com/?p=256038 A interesting VN with a low funding goal.

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OTUSUN Land have just launched a Kickstarter to make and localise a remake of the horror visual novel 隣人-Neighbor- (Rinjin). Originally released in 2009 by the now defunct Rosalia label the game was previously lost until OTUSUN Land stepped in. They aim to seek $5000 in order to remake and localise the title for the West as well as Japan. This is a kinetic visual novel for Windows 7 operating systems and up. They also plan to offer iOS and Android versions as Kickstarter exclusive rewards.

Notable staff members include art & character designer Himono, story & scenario writer Ayane (both worked on the upcoming The Bell Chimes for Gold), musician Ryu Takami (Eve: Burst Error, YU-NO) translator Molly Lee (Fashioning Little Miss Lonesome, The Bell Chimes for Gold) and editor ritobito (The House in Fata Morgana, Sonicomi).

The tentative release date is August 2018. There is no explicit mention of whether the game is all ages or 18+ however seeing as there is no mention of 18+ in the Kickstarter at all (as well as planning to release it on Steam) the Neighbor remake is likely an all ages title.

Here is one of the teaser trailers for the game:

Here is the game’s story:

Sometimes, in life, there are places where the rules of reality just don’t apply.

Sometimes, it’s the one place where you ought to feel safe.

Like your house.

Freelance designer Yuuki Kae has just moved into a new apartment. On her move-in day, she decides to introduce herself to her new next-door neighbor… but something isn’t quite right.

Static over the intercom… A violently rattling doorknob… And a ghostly pale hand reaching out through the crack in the door…

They said the apartment next to hers wasn’t for rent. It was supposed to be empty.

Through a series of strange events, Kae meets Hisamatsu Daigo, a fellow tenant who lives above her on the 3rd floor. Together, they must hunt for clues to solve the mystery…

Backing $12 nets you a digital copy of the game as well as your name in the credits. There are various other rewards and add-ons like a wallpaper set, soundtrack (digital/physical), 45 page guidebook (digital/physical), tote bag, a hand towel and shikishis. There are also two stretch goals currently announced and they are a new epilogue at $8,800 and a director’s commentary at $10,000.

The Kickstarter runs till 31st March. If you want to back it, you can do so here. Furthermore you can look at the official website here.

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Crowdfunding Spotlight: Battle Princess Madelyn https://operationrainfall.com/2017/03/15/crowdfunding-spotlight-battle-princess-madelyn/?utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-battle-princess-madelyn&utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-battle-princess-madelyn https://operationrainfall.com/2017/03/15/crowdfunding-spotlight-battle-princess-madelyn/#respond Wed, 15 Mar 2017 23:00:22 +0000 http://operationrainfall.com/?p=231218 Time to get old school!

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Despite how far video games have come as a medium, there is still a coveted place in many gamer’s hearts for retro throwbacks. I know this is certainly the case with myself, and I see many others who feel the same. Those who like classic Final Fantasy, or prefer Mario in two dimensions and many other examples. Thus, whenever I find a new project set in a retro style accompanied by modern features, I get very excited. So when I heard Casual Bit Games was working on a love letter to Ghouls ‘N Ghosts but featuring gameplay quirks to make it more accessible, I was intrigued. When I found out the hero was actually a heroine, the aforementioned Madelyn, I was sold. So now I intend to convert some more of you to give Battle Princess Madelyn a fighting chance.

Battle Princess Madelyn | Caped Crusader

While it’s true we have covered both the Greenlight and Kickstarter announcement for Battle Princess, this will be a more in-depth look at the game, as well as discussing aspects of it which are very appealing. First of all, it’s no surprise that BPM is based off of Ghouls ‘N Ghosts, but it does things a little differently. It is slated to have a “self-adjusting difficulty”, so that gamers of all skill sets can enjoy it. Smart, especially considering the game was made in honor of one of the team’s own children. It also is being made so you can either breeze through it or spend your time and reap the rewards. It has elements of metroidvania exploration, even though it is structured into 10 levels which are then composed of several stages a piece. I also like how you can skip the story, for you speedrunners out there. For myself though, I love a good story, so it’s nice to hear the plot of Battle Princess Madelyn is being handcrafted by a children’s book author!

Battle Princess Madelyn | Level 1 Map

Another feature which sets this apart from the source material is the combo meter, which rewards you for juggling enemies. Like Ghouls ‘N Ghosts, it also provides a varied arsenal of weapons and armor upgrades. If that wasn’t enough, you also have a familiar of sorts in Madelyn’s ghostly pooch Fritzy, which serves as both an attack dog as well as unlocking secret areas and puzzles. Man’s best friend, indeed! Factor in tons of unique enemies, massive bosses and replayable levels, and it looks like BPM has a lot to offer (and that’s without going into detail about the musical options in the game).

Battle Princess Madelyn | I've Got My Eye On You

Perhaps most exciting of all is that, if Battle Princess Madelyn gets funded, it will be coming to every major console! Also, thanks to the involvement of Limited Run Games, BPM is getting physical versions of the game for PC and PS4. That’s pretty fantastic news, but it does require that the project gets funded first. The funding goal is set at $60,000 CAD or around $44,547. That’s relatively affordable, but you’re probably wanting to know what your money can get you.

Battle Princess Madelyn | Rainy And Haunted

There are several tiers you can pledge at, but we’ll focus on providing a general idea of what’s available. Firstly, let’s go over the cheaper options. For $20 you get not only a Steam copy of BPM, but also Casual Bit Game’s first Kickstarter venture, Insanity’s Blade and in game credit; for $25, you also get a digital art book; $35 gets you a console copy of the game and $45 gets you digital soundtracks plus Steam early access. If you are feeling more generous, there are other options. $120 gets you a physical box of the game and soundtracks on disc, a T-shirt and PS4 physical copy; $180 gets you a cool little Madelyn plush, and $300 gets you an in-game appearance as a NPC. But if you feel truly generous, the highest tier you can pledge at is for $5,000, which lets you become a boss in the game, as well as all previous available awards.

Battle Princess Madelyn | Sweet Dance Moves Bro

While it’s true they haven’t announced any Stretch Goals yet, I’m confident those might be announced as funding progresses. If you are a fan of retro like me, you owe it to yourself to check Battle Princess Madelyn out. You can even try the pre-alpha build out for yourself, or stay tuned for our coverage of it. Here’s hoping retro can triumph in the modern era once more with Madelyn!

Battle Princess Madelyn | Take A Key For Coming In

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Kickstarter Up For English Publication of Halloween Pajama https://operationrainfall.com/2017/03/13/kickstarter-halloween-pajama/?utm_source=rss&utm_medium=rss&utm_campaign=kickstarter-halloween-pajama&utm_source=rss&utm_medium=rss&utm_campaign=kickstarter-halloween-pajama https://operationrainfall.com/2017/03/13/kickstarter-halloween-pajama/#comments Tue, 14 Mar 2017 05:00:56 +0000 http://operationrainfall.com/?p=231064 Five part series.

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Halloween Pajama

A Kickstarter has gone up for the manga series Halloween Pajama. The five book series comes from Yasuhiro Irie who has done frame artwork for The Vision of Escaflowne and Cowboy Bebop and has directed for Fullmetal Alchemist. The goal is to get the series published in English and is set at $5,000.

Here’s a description of the series:

“When 10 year old Jackie O’Wisp dreams, she encounters the strangest type of people. She comes to find out that those people are wandering ghosts, still with attachments to this world who can’t go to heaven. In her alter ego, Halloween Pajama, she helps see the ghosts on their way to heaven. Jackie O’Wisp eventually learns that the devil exists in the depths of the dream world, a devil which she will confront. But will she be able to overcome it?”

The Kickstarter for it will run until April 5. If you want to know more then follow the link below.

SOURCE

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Crowdfunding Spotlight: Prisma & the Masquerade Menace https://operationrainfall.com/2017/02/14/crowdfunding-spotlight-prisma-the-masquerade-menace/?utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-prisma-the-masquerade-menace&utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-prisma-the-masquerade-menace https://operationrainfall.com/2017/02/14/crowdfunding-spotlight-prisma-the-masquerade-menace/#respond Tue, 14 Feb 2017 23:32:53 +0000 http://operationrainfall.com/?p=229251 A lovely looking little jaunt

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Prisma | Logo

It’s always exciting to find a promising new Kickstater. There’s a definite rush involved, akin to finding hidden treasure. That gem today is called Prisma & the Masquerade Menace. It’s being developed by Shiny Bolt Games, who started as friends in college and went on to producing mobile, MMO’s, AAA games and even movies. They came up with the premise a long time ago and with the current technology and industry experience, Prisma is shaping up to be an even bigger game than they had ever conceived. But first, let’s talk the premise of the game.

Prisma | Hidden Region

Set in the world of Aura, Prisma & the Masquerade Menace is a puzzle platformer. While that may make some dismiss it as archaic, it definitely looks like a fascinating game. The main hook of the game revolves around switching between dimensions in order to get around. In some dimensions, you can jump higher, or smash objects, or even run at blazing speeds. It reminds me of a mix of Bit.Trip.Runner style gameplay and Klonoa style art (which is a high standard, in my book). Players control a young girl named Ray as she travels through this mysterious world. Another important character is the mischievous Fractal, who instantly reminded me of Midna, equipped with a very large mask. According to Fractal, something is amiss, as previously sedate and kindly creatures are being driven to violence. Your job is to make your way through, solving puzzles and beating bosses in order to help return these entities to their original nature.

Prisma | Bosses

Visually the game thus far is a mixed bag. While I rather enjoy the overall world aesthetic, especially the non human characters, Ray herself looks somewhat flat for some reason. You can see what I mean in the trailer, where whenever Ray talks she looks more like a robot than a living human being. That said, I fully expect the game to grow and improve as Shiny Bolt receives feedback, and overall I’m quite happy with the game’s potential. Though it is only set to release for Steam via PC/Mac/Linux and the Windows Store, they would like to bring the game to multiple consoles. But that can only happen if it gets funded first, which is where you come in.

Prisma | Ray

The good news is, the funding goal is relatively reasonable, as it will be funded if the team gets $20,000. However, if they are able to exceed that funding goal, they have many cool stretch goals in the works, such as more worlds, additional music and the aforementioned console ports. But, keep in mind that more stretch goals means a longer production time, as is the case with any Kickstarter project.

Prisma | Stretch Goals

You can back the game at a number of tiers currently, ranging from very inexpensive to massive donations. Some of the more noteworthy tiers are the following: For just $10, you get the digital copy of the game; For $30, you get a narrative PDF packet, alternate skins for Ray, instruction booklet and wallpapers plus the game; $80 gets you all previous rewards plus a styling Prisma T-Shirt; $250 gets you a exclusive vinyl LP; and for the truly generous, $1,500 has the team take your likeness and 3D print it into a figurine. There’s lots of ways to contribute, and that is always in the favor of backers.

Prisma | Outfits

I personally find Prisma & the Masquerade Menace looks great, and hope that it is able to reach at least the base funding goal. Shiny Bolt Games has until March 16th to get there, and they can only do so with your help. If you’re interested, be sure to check out the official Kickstarter page, and stay tuned to oprainfall for more Kickstarter news about promising looking projects!

Prisma | Aura Villagers

 

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Crowdfunding Spotlight: Sundered https://operationrainfall.com/2017/01/16/crowdfunding-spotlight-sundered/?utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-sundered&utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-sundered https://operationrainfall.com/2017/01/16/crowdfunding-spotlight-sundered/#comments Mon, 16 Jan 2017 21:06:53 +0000 http://operationrainfall.com/?p=227151 Don't Resist, just Embrace Sundered

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You might recall a little while back that oprainfall helped announce the latest upcoming title from Thunder Lotus Games, called Sundered. Thunder Lotus is well known for Jotun, their fantastically lush Viking epic which was also successfully Kickstarted. While I have yet to play Jotun myself, I was very impressed by the production values, and only hesitated because I wasn’t certain if I liked the genre that much. But when I found out that Sundered will be a Metroidvania with Cthulhu influence, I was immediately sold. Tack on to that our preview piece which spoke in glowing words about how amazing the game is at this early stage, and you can color me excited. But for those of you who still need convincing, let’s go over the basics real quick.

In Sundered players control Eshe, who is stranded in some Lovecraftian abyss and can only make it out using strange and mystical artifacts and powers. The world has been ripped apart by the cataclysmic Terror, which has decimated society and thrust the whole world into chaos. Ehse wanders into a sandstorm and finds a mysterious cavern which holds the clues to what really happened to the world. Your constant battle is whether to Resist or Embrace eldritch power, and depending on your decisions, you will either keep your soul or sacrifice it. Sundered will also reflect the importance of your decision through various endings and different boss battles, which should allow for some nice replay value. Further adding to that is the procedurally generated labyrinths, which are never the same in any given playthroughs, with the exception of certain areas that anchor your quest.

As you progress through the game, you acquire new abilities, such as a Shield, Double Jump, Hook Shot, Wall Run and more. If you choose that power is all that matters, you can instead acquire corrupted versions of these abilities, which are incredibly powerful but put your soul at dire risk. You can also unlock various perks as you play and die again and again, giving yourself a better chance for success. It all sounds fascinating in theory, and I hope the execution is just as nuanced.

Perhaps best of all, and the thing that immediately drew me to the project, is the lush handrawn art in Sundered. Just like in Jotun, every aspect of the game is vividly crafted to amaze, and the whole world looks like a dark and ominous fairy tale brought to life. The pallets of red, yellow, purple and green only contribute to the Lovecraftian vibe and makes you certain no inch of this world is safe. Likewise, the hordes of unholy creatures all look wonderfully terrifying, especially the massive boss fights. Also helping immerse players in the quest is the soundtrack, composed by Max LL, with sound design by Pixel Audio, known for their work on Jotun.

Best of all, Sony is acting as a partner for Thunder Lotus Games, which hopefully will contribute to a faster turnaround and better marketing. As of now, Sundered is slated to release in a few short months, assuming that they get the funding they need from folks like you and me. While I may have doubts about such a quick turnaround, since most of the projects I have backed take at least a year, I fervently hope this projection isn’t too far off. Cause I honestly want to play Sundered as soon as possible!

Speaking of playing it, if funded Sundered will be available for Windows, Mac & Linux and Playstation 4. The stated funding goal right now is $19,023 and it’s actually already very close to that goal. As of right now, it’s hit about $15,000 and I’m confident it will be funded in short order, perhaps even today. However, I still recommend those of you interested help fund it, since there are some nice tiers to choose from and because that will likely contribute to eventual stretch goals.

Here are some of the tiers you can help pledge at: For $20, you get the base digital game and closed Beta access; $30 gets your name in the credits as well as the digital soundtrack; $50 gets you closed alpha access, a digital artbook, and you being credited as an Eschaton Cultist; for $100 get a physical collector’s edition box; and for $250 you become immortalized as a fallen Valkyrie Elite Soldier. There was also an early bird tier, but that has already been maxed out entirely.

Sundered is shaping up to be a great success for Thunder Lotus Games, and I hope the end result is as good as it looks. To see the full details, check out their Kickstarter page and help spread the madness!

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Kickstarter Spotlight: Dies Irae ~Amantes amantes~ https://operationrainfall.com/2016/12/15/kickstarter-spotlight-dies-irae-amantes-amantes/?utm_source=rss&utm_medium=rss&utm_campaign=kickstarter-spotlight-dies-irae-amantes-amantes&utm_source=rss&utm_medium=rss&utm_campaign=kickstarter-spotlight-dies-irae-amantes-amantes https://operationrainfall.com/2016/12/15/kickstarter-spotlight-dies-irae-amantes-amantes/#comments Thu, 15 Dec 2016 19:41:07 +0000 http://operationrainfall.com/?p=225004 Another visual novel Kickstarter takes centre stage!

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Today’s Kickstarter Spotlight will be focusing on a product that to many, an English localisation seemed like a far-fetched dream. This was due to the amount of text, depth and complexity the game contains, despite the game’s critical acclaim in Japan. Dies Irae recieved several versions over the years in Japan on PC, and then evantually for PSP in 2011. Now this definitive PSP version, Dies aries ~Amantes amantes~ is now being targeted for an official English localisation for PC by Light and Regista.

Like many text heavy visual novels, they are hoping to be successful on Kickstarter with a funding goal of $160,000. This isn’t new for the series, as the game’s anime adaptation was also made with the help of crowdfunding in Japan. This anime adaptation will be coming westward in 2017, and if this Kickstarter is successful, the VN will be as well. The aim is for the game to be released DRM-free on Steam in May 2017 if successfully funded. The game would be released in two parts, mainly due to the sheer length of it all and that the various character routes were finalised at different times during the game’s development.

Before we begin, here is a promotional movie that has veen subtitled by Light, more to set the scene than anything else. It was released a while back, but has now been subtitled in English.

Next up is a sypnosis of the story, as outlined in the Kickstarter:

May 1, 1945- Germany.
On the eve of Berlin’s collapse, a group of men and women carried out a certain ritual. To them, suffering defeat in the war meant nothing. If anything, the countless lives lost in the battle served as a catalyst to their sacrificial ceremony. Whether or not their attempt bore fruit ― not a soul knows. Following the war, they faded from sight, mind, and eventually into the realm of myth.
They were the Longinus Dreizehn Orden ― superhumans birthed by the very darkness of their era.
・・・・・・・・・・・・
61 years later ― Japan, 2006.
Ren Fujii, a young man attending high school in Suwahara City, finds his friendship with his old buddy Shirou Yusa shatter to pieces following a certain incident, ending in a vicious fight that sees Ren hospitalized for two months.

The season shifts from autumn to winter ― to the dawning weeks of December, with Christmas on the horizon. Having lost his best friend, Ren leaves the hospital with the intention to rebuild his new life without Shirou.

But even that plan soon falls apart. Irrationality that defies the realm of common sense begins to assault and devour the city. Abnormalities soon seek to destroy everything Ren holds dear before his eyes with overwhelming violence.

He must change, even if it means crossing the boundary between the ordinary and the extraordinary. His desires are hardly anything grand. All he wants is to return to those days of old. Back to those days filled with simple, everyday joy.

The battle with the Longinus Dreizehn Orden. A continuation of that war full of madness, carnage, and maledictions. What future awaits Ren at the end of his road…?

A gameplay preview has also been released by Light, so prospective backers can get a better understanding over what product they would get. This 45-minute clip shows the prologue of the game translated with English text. This is a visual novel, so it will be mostly reading.

The features that are being added to the PC release include 16:9 support, an expanded resolution to 1280×768 (with support for others as well), and reworking of the various effects. Furthermore, the game’s compatability will be updated to all Windows PCs that have version 7 or newer.

With regards to censorship and 18+ content – scenes of graphic violence that appear in the orginal Japanese version will be uncensored so they “will appear as the creators originally intended them.” Furthermore, although the Steam version will be an all-ages release, those that want the 18+ content will be able to get it via a free patch available to all backers. The details of this patch have yet to be released.

As for the localisation, it is being worked on by experienced translators in the VN market, including Reading Steiner and Qaenyin, whom both worked on the original Steins;Gate and more recently, Valkyrie Drive: Bhikkhuni. Other team members include the character designer G-Yuusuke, whom’s past works include Kajiri Kamui Kagura and the Soushuu Senshinkan Gakuen series, and Takashi Masada whom also worked with G-Yuusuke on Kajiri Kamui Kagura.

Now for the rewards. $1 will get you onto BackerKit as well as a thank you letter. $35 will net you a digital copy of the game upon it’s Steam release. $45 will add a digital soundtrack. $50 will net you a DRM-free all-ages physical copy of Dies aries ~amantes amantes~ at a discounted price from the planned RRP of $70. These rewards, and more, will stack the more money you put forward. Other rewards includes a physical soundtrack, badge straps, t-shirts, name in credits and replica shikishis. A PS Vita version is also promised as a stretch goal, however the details about this are scarce. The target amount isn’t listed on the Kickstarter and there are currently no plans for a physical version.

Finally, before we close, here’s the game’s opening movie, released by Light.

For more information including characters, an FAQ and the remaining reward tiers, likewise if you decide to back the project you can check out the Kickstarter page here. If you would like to back, you have until 1:00 AM GMT on 13th January, 2017.

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Crowdfunding Spotlight: Legrand Legacy https://operationrainfall.com/2016/11/22/crowdfunding-spotlight-legrand-legacy/?utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-legrand-legacy&utm_source=rss&utm_medium=rss&utm_campaign=crowdfunding-spotlight-legrand-legacy https://operationrainfall.com/2016/11/22/crowdfunding-spotlight-legrand-legacy/#comments Wed, 23 Nov 2016 00:58:39 +0000 http://operationrainfall.com/?p=223338 Lions and demons and humans, oh my!

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Legrand Legacy | oprainfall

It’s been interesting going from someone who never used Kickstarter to someone obsessed with it and then someone a bit wary of the process. I can tell that I’m not the only one who is a bit worn out by the thing, since projects seem to not get funded as often or by as big of a margin, with the exception of the rare projects like Bloodstained or Yooka-Laylee, which drew on the intense passion of an existing fanbase to generate huge success stories. Suffice to say, it is a bit harder for devs these days to find that same sort of zeal. So at oprainfall, we see it as our job to help point out those worthy niche projects, whether those are mainstream games, barely-known indies or even Kickstarter projects. With that in mind, today’s Crowdfunding Spotlight is focused on a throwback to the JRPGs of yore called Legrand Legacy.

Legrand Legacy | Boss

He looks pleasant…

The first thing you should know is that Legrand Legacy has been in development by Semisoft for the past couple of years. It’s also worth noting that it has been Greenlit for Steam, which is a good sign. So why, you may be asking, am I trying to convince you to back the Kickstarter? After all, games Greenlit on Steam get made anyhow. The reason is that crowdfunding can increase the scope of the game, and while I already think this game looks amazing, I would love to see it realized to the fullest extent. That’s because I love the RPGs of old, and Legrand Legacy looks to capture that same magic.

Legrand Legacy | Stats

As far as story, Legrand Legacy is focused on a world of strife and turmoil, rent apart by civil war and then threatened by invaders from another world. That’s a chaotic mix and a perfect melting pot for all the concepts Semisoft is trying to include in the game. There’s a lot of unique and fun mechanics, such as ACT turn-based combat, which is reminiscent of games like Shadow Hearts, NPC recruitment for sidequests and wars, crafting, epic bosses and more. Visually, the build shown so far reminds me of a mix of many RPG classics, with overly pretty male characters, epic-looking beast men and over-the-top bosses. In fact, you can try out the game right now with the free demo on the Kickstarter page. I personally was too busy to put in the time, but it looks pretty great.

Legrand Legacy | Combat

Though the graphics are a mixed bag, it has detailed art and a lot of heart. The cherry on top is that the premise is that, no matter how difficult the threat faced by the heroes, the true threat lies within. I’m not sure exactly what that means, but I’m intrigued nevertheless. It’s not fair to speak about the art and premise without touching on the music, especially when it sounds so great! There are only three tracks available right now, but they are all emotional and energetic. From the jaunty theme of Dunabad Port to the melancholy Eris’ Theme to the rambunctious Gate of Glory, each of these does a fine job of painting the world of Legrand Legacy.

Legrand Legacy | Map

Besides all that, I am also impressed that Semisoft has learned from successful Kickstarter projects and is working the social media promotion angle. They have several bonus goals that will unlock further content in the game, just based on the number of followers on Kickstarter, Twitter and Facebook. For a list of what’s already been unlocked, there is the following – a new recruitable NPC, a Tactical War scenario, exclusive wallpaper, new recruitable War General, a bonus song and a mystery bonus item. That’s pretty good so far, and there are still 20 something days left for the project to hopefully reach more milestones!

Legrand Legacy | Promotion

Now onto the brass tacks. Semisoft is looking for $106,169 to fund the project, and they are currently about a fifth of the way there. If you’re looking to help out, there are several nice tiers you can pledge at. For £9, you can still snag the Crazy Early Bird tier, which nets you a digital Thank You, wallpaper, Steam and DRM-free copy of the game; for £20 you can be an Instrumentalist, which also gets you the digital soundtrack; for £50 you can be an Adventurer, which includes two copies of the game, Alpha Access and more; if you’re feeling generous, £100 gets you a whole swag bag of goodies, including digital art book, digital soundtrack and a boxed set; or for true bragging rights, for £8,000 you get EVERYTHING, including the opportunity to design a boss, your own NPC, signed physical art book, signed mini poster and much more. There’s a bunch of different tiers, so be sure to check out the full list on the Kickstarter page.

I honestly hope that funding for Legrand Legacy is successful, and that this has helped convince a few of you that it’s worth your time. To see full details about the project, make sure to check out the Kickstarter itself. And if not for me, do it for the awesome lion man!

Legrand Legacy | Lion

Don’t make Mr. Lion cry…

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