Due to increased workload at college and to allow for more posting flexibility on my part, I have decided to forgo the only-on-Thursdays schedule for Live on Kickstarter. Any posts under the feature can now appear on any day of the week.
Currently with 43 days to go on its Kickstarter campaign and already at 10% of its goal of USD$10,000, The Land of Eyas (pronounced as ‘eye-uhs’) is Happy Square Productions’ attempt at creating a genuinely unique platformer that stands out from the crowd, with gravity control as its main puzzle-solving mechanic. The game has been in the works since 2012 and contains a unique game engine written from scratch by lead developer Stephen Hoskins, plus hand-crafted drawings from pen-and-ink artist Matthew Kiehl, whose works take inspiration from a number of ancient tribal societies (more info on that here).
While roaming around Kickstarter a couple of weeks ago, I stumbled upon a campaign for an otome game called Seduce Me by Seraphim Entertainment, a PG-16 project that is set to have full voice-acting. Being the Japanophile that I am, I have played a number of dating simulation type games (otome and bishoujo alike) in the past. At first, out of curiosity as to why people enjoyed them so much, but soon, I became interested in how the writers would try to vary the experience in order to separate themselves from other competing games. Not having played an otome in over a year, I decided to give Seduce Me a shot.
Kickstarter goal: USD$20,000
Ending: March 19, 2014 (22 days to go)
Amount pledged: USD$15,476
Number of backers: 324
(Statistics as of 24 February 2014, 08:11 PST)
Note: Screenshots in this article are from a slightly earlier build of the game and are missing the mini-map on the bottom left corner. I have played the Press version, the early Alpha from TIGForums and the current Alpha on Kickstarter for the content of this post.
Last time, we took a brief look at aheartfulofgames’ current crowd-funding campaign for Heart&Slash on this blog’s first ever post for Live on Kickstarter, and looked at the interesting premise the game had for its story and its mechanics. Today, aheartfulofgames has released a Alpha build of the game for public preview and testing, which I managed to get my hands on a couple of days early thanks to the team’s public relations representative. Although a number of core assets and features are still missing, the Heart&Slash Alpha nonetheless still manages to show the great promise I expected from the game.