I’m Ryhan, Project Leader and Creator and Owner for the 2-D fighting game “Beast’s Fury” that’s currently in production over are year now working on it part time. We recently started a Kickstarter within 5 days we have raised $11,193.
If you cannot donate please spread the word of the project
We currently have only 2 animators working in their spare time to finish the animation needed for two characters (Vincent & Don) to complete a solid and polished demo of the game. At the current rate, this would take upwards of 9 months to a YEAR to complete.
If we’re successfully funded, we can hire on several new animators to the crew, and all animators will be able to dedicate FULL TIME to the project. This will shorten our estimated timespan of completion to 2-3 months!
We’ve been working hard on this game for almost a year now, and we’re SO CLOSE to releasing a polished demo that we can present at game expos, conventions, and to publishing companies. All we need is your help!
Don’s Ultimate Finisher
Also Max’s dog Benny is going to be a playable character
Gameplay Elements
Combo Links and Attack Strings; this allows for players to put different attacks together to form devastating combos and counter-attacks, allowing players maximize damage against their opponents. This is a staple of Fighting Games however, so its nothing a seasoned fighting game veteran won’t be unfamiliar with.
Dynamic Wall and Ceiling Combos; Beast’s Fury uses a different approach to combos in the corner and at midscreen, in making it so that characters can use dynamic elements of the wall (Where they hit the wall and how hard) as well as if they’re launched against the ceiling of a stage, and changing where/how they hit the ground. This changes the typical juggling system in that it makes players reconsider their combo choices depending on the stage.
Unique Mechanics Per Character; All of the characters in the game have unique abilities and game mechanics that set them apart.
Though they follow the simple scheme of ‘get the opponent to 0 life’, all of them carry unique abilities that allow them to turn the tide of battle.
Some prime examples being Vincent’s ability to spend Meter in order to cancel his special moves into other special moves, or Don’s ability to combo into EX Command Throws.
Adrenaline and Fury; Characters in Beast’s Fury have the ability to store up energy for a Final Round push, giving them a game-ending boost where their natural abilities and unique game mechanics get boosts that make characters’ much more powerful for a limited time. The stored energy is Adrenaline, and once per game, characters spend their adrenaline to go into Fury. However, they run out of Adrenaline to fuel their Fury gauge, their character powers down, losing their game changing mechanics and occasionally losing other skills as well.
Ultimate Finisher; Similar to Instant Kill Attacks in other games, the Ultimate Finisher is a move that is only available in the final round of any normal game. When a player activates their Fury, they have a limited amount of time to land a certain amount of hits on their opponent. If they succeed in landing the required amount, a cinematic finisher plays, and the opponent is instantly defeated, regardless of their remaining health.
Also here is a FAQ
You guys had a previous indiegogo campaign and raised 21,000 USD; what happened to that money?
To put it simply, we approximated our funding for animations incorrectly and unfortunately wound up spending most of our money on one character’s animations after both re-timings and revisions. Vincent was initially animated at 24 Frames Per Second instead of the the 30 Frames Per Second that we decided we wanted for the game (The game is set to run at 60 FPS). Remaining funds were spent on Don’s rough animations, five thousand dollars were spent there, as well as money being used to pay Indiegogo Fees as well as paying the clean up, shading, and other animators who were working on Vincent.
We MAJORLY undercut the animation costs by mistake due to being an amateur game making studio. And for this, we apologize to all of the fans.
However, with THIS campaign, we’ve completely recalculated everything based on the rate of how fast our animators work, and what is fair and livable wages for our animators to work full time.
There isn’t a reward tier for buying the game this time around, why is that?
There isn’t one because we’re not offering a full game this time around. We’re actually focusing merely on cutting production time down so we stop stagnating the game’s release. We’re trying to get a finished demo post EVOLUTION 2014 to be able to show off at future fighting game events, and without the funding we’re going to take even longer. So we’re focusing solely on this demo release.
Will people who donated to the previous campaign still receive the rewards they contributed for?
YES! Everyone who contributed to the previous IGG campaign will get the reward the contributed for. All physical rewards were shipped out to the addresses specified by the contributors after the end of that campaign (shirts and posters). If you didn’t receive one, you can try to get in contact with your local post office or postal service to see if they somehow kept your package in backstock all this time. But, it’s highly doubtful that they still have it, and we unfortunately can’t do anything about your package being lost in transit since that would be the responsibility of the mail carrier.
What engine will you be using?
Right now we’re using Unity. But, since we may change programmers, that engine may change as well later on down the line.
What netcode are you using?
GGPO.
How many characters do you plan to have in the final game?
We originally had 15 characters, but we have added a few and may take out some based on our fans feedback! Again we’re in the early stages of development, so anything can happen (Like BENNY!)