HEART FORTH, ALICIA is a story-driven Platform-RPG/metroidvania adventure.
Alicia and Höstra are the only two children that haven't died at birth in decades. Along with the last bloodline of wizards, they live happily on an island in the sky named Auster. This floating island is the last piece of land that survived the catastrophe that destroyed the Old World.
One day Elthëlian, the Spirit of the Day, attacks their village and kills one of the wizards. Alicia and Höstra flee to a neighboring village in search for help. But Höstra becomes influenced by the Spirit and attacks Alicia, throwing her off the edge of the Island.
Down below, Alicia discovers that the Old World still remains, concealed beneath the clouds. Alicia fears for the safety of her people, and she sets off to find a way back home.
An involving and unfolding story
A 750-year backstory that gives place to the game's events
7 magical offensive powers, each one with hidden ways to solve puzzles
Over 20 special abilities, skills and upgrades
A defensive fairy with 4 spells of her own
Four offensive elemental fairies
A carefully designed world that is easy to navigate
A map engine to help you navigate said world
An inventory system An accessory system to modify 40+ gameplay mechanics
A night and day cycle
A scheduling screen for quests and appointments
Some NPCs with 24-hour routines
An in-engine cutscene system
You might be wondering why I decided to take the game to Kickstarter. The reason is very simple: developing this game on my own is incredibly slow. I started this game 7 years ago, and though I’ve cumulatively worked on it for more than four (the last two, full-time), I simply don’t see myself finishing this game in a reasonable amount of time without bringing other people into the project.
Fortunately, I’ve been lucky enough to get a bunch of talented people interested in the game and ready to jump in. However, professionals like them will hardly want to jump into the boat with you if you don’t have funds to pay them with.
Kickstarter has been a great resource for indies who are in similar situations, and who want to be able to carry out long-term projects like this one. I can honestly say there’s a much better chance for the game to be finished if we go down this road than if I keep on working on my own.
I will also be working with the guys from Chucklefish Games, and even though they will not provide us with funding at any point, they’ll work with us on pushing the game to consoles and other platforms once it’s finished. They’ll also help out with marketing and PR during the campaign and during the course of development. They are, by the way, really nice and talented developers themselves who completely understand the development process, so our interaction has been very enjoyable and friendly.
I obviously will never give the game up if things don’t work out as planned, but I’ll have to get a part-time job to cover my living costs, and I’m not sure of how that would impact how many months or years it’d take for me to finish this game.
So this is basically the only viable option, and it’s a really good one if it works out! Aside from the costs of physical rewards, almost all of the money raised in the campaign will exclusively be used to hire the people to help with game development (namely graphics, music and code), aside from getting a small fraction for my own living expenses, and another one for taxes and fees.
I’ll be incredibly thankful if you will help us spread the news about the campaign, and even more so if you decide to back the game. We’re all crossing our fingers so that this works out!If you’ve read this far, thank you <3.
I've been working for years on this game for it to be a very special experience for you, and being able to hire this team will only make that goal much more achievable.
Latest tweets from @hfagame
Sneak peek of new stuff added to the game (needs backer forum access): T.co
18hours 38mins ago
Nov 22 2014, 7:53pm
Nov 21 2014, 5:55pm
Nov 21 2014, 4:33pm
@frogatto "Why, we use one we coded ourselves."
Nov 21 2014, 4:31pm
I remember a time when updating MacOS stuff didn't break anything.
Nov 20 2014, 1:29pm
Pimping up some early game areas & adding small puzzles is a lot of fun :)
Nov 18 2014, 9:06pm