This will explain everything
Can I have some quick bullet points about the project?
- A loving parody of the middle school experience.
- A point n' click adventure for Mac/PC, and if we get far enough based our initial goal IOS/Android too. (Probably Linux also, but that's not a matter of money, just whether or not the engine let's us port it.)
- Multiple approaches to any given puzzle.
- Moral choices based around actions.
- Wacky story based around Masahiro Sakurai's work.
- A large amount of dialogue and puzzles based around absurd insults.
- Genre-bending boss battles.
- A leveling system based around status rather than power.
- Diverse soundtrack, grounded in classic rock.
What is Yen Yurki?
Yen Yurki is an adventure game based around the absurd logic of bullies. You may be told something like "This guy thinks he's captain Knots, captain tying knots, when everyone needs their knots tied they go to him, no way." And then later on in a puzzle, you'll have to put on a captain hat and tie someone's knots so that you can get to your next class and solve another absurd puzzle.
But if you've ever played an adventure game you'd think this was an absurd proposition, to make an adventure game with absurd items and absurd rules? No way! Get real!
But the game will be less mind-numbing than you might expect, everything that you can actually click on will be in pixelated to offer a contrast and distinction between what you can and can't use, you won't have to click everywhere to find your ropes and captain hat, it will be in plain sight.
As for the absurd puzzles, you will continually be insulted throughout the game but that's actually a jumbled version of your objective.
Of course this is not the only type of puzzle, if it was the game would easily get dull and would require little brain-power. However, you'll usually be presented with 2 or more puzzles at once, (action trees) with this style being among them.
The game is also based around the idea of moral choices with a silent protagonist. There will be a lot of choices and options based purely on how you complete a puzzle. The other characters will talk to you differently and let you go to different areas all depending on whether or not you "used x on y, rather than x on z." or if you "combine x with y and than use it on z." This will add a lot of variety to every possible play through.
Maybe we should have done said that first...
In addition to the subtle details that will change in the game based on minor things that you do throughout the game. We are also planing to include something we like to call "action trees."
Action trees are a more active approach to dialogue trees, instead of during a conversation deciding whether to be good, bad, or neutral you'd be deciding whether to get through a door by, using a key, a camel's toe or punching it in the face. This is a fine example of the "logical, aggressive, and Sierra" system we will be using most of the time (meaning that during some scenarios there may be more) for the puzzle options.
Logical: The logical way of solving puzzles are probably what you expect, you solve a puzzle how you might solve it in real life, or in some cases a well made adventure game. How do you get passed the guard and get into the building? You distract the guard by convincing the man next to him to act like he's about to break in, then you use the key you inexplicably had from earlier. You know, how you would in real life.
Sierra: The Sierra way of solving puzzles are probably what you'd expect... from an old Sierra game or terrible flash game. How do you get passed the guard and get into the building? You stick the old camel toe into your left ear, while the man next to you sticks a golden plate to his head, drinks goat milk and tosses you a crow bar to get through the door. (The key was a red herring.) This is the kind of puzzle you'll be trained to understand in the beginning through the riddles that Sir. Huntington uses to insult you early on (remember the captain knots metaphor from the beginning?) But be warned, these aren't always instructed, you're gonna have to get creative. Note: you can still go about any other way of solving a puzzle even when a Sierra one is instructed
Aggressive: The aggressive way of solving puzzles is along the lines of what you'd expect from a renegade option in Mass Effect. How do you get passed the guard to get into the building? Punch the guard in his stupid face! This is more or less your handicap. However, it will usually come back to bite you by the end. Later on you'll come across a really difficult puzzle, with no aggressive option and no hints. Also, you'll usually need to go through other minor puzzles to even be able to initiate the aggressive puzzle. So, you'll have to get the leather in room 1, and an old glove in room 2, and then combine the two items to make a boxing glove. Then later on, you put the glove on Hungre Jack then click on the guard to punch him in the stupid face. However, later on because you punched the guard in the stupid face, you have to solve a more difficult puzzle. Is any of this getting to you?
So why My Money? And how will it be used?
Let's get the first question out of the way first:
If two kids walked into your office and said " We want to make an adventure game with absurd logic, and we want to design the puzzle and story on our own." Would you take them seriously? Exactly.
As for the money's purpose: we're asking for the bare minimum to get the software we'll need to make the game as great as possible, and also to set up a modest website for the game, so on and so forth. The further we get past our goal, the more we can do. We can make ports to IOS and Android (whichever has more demand when we reach the appropriate milestone. Said milestones will be announced when/if we surpass our original goal.) If we get enough, we may also be able to translate the game into other languages, so on and so forth, if we have more money than we can forcefully push back in. That money will probably go into ports for other devices like Linux and XBLA post launch, or free DLC.
What makes the game unique?
There are a lot of quirky attributes to this game that make it interesting.
One of the most significant ones is the boss battles, you don't typically see boss battles in a point n' click adventure game. There are going to be a whole bunch of boss battles that cycle through different genres, like Shmup, to RPG, to platformer, and something we never see; a point n' click boss battle.
Also there will be a leveling system. You gain levels by finding dialogue using the word ____, doing things off the beaten path, and so on and so forth. Leveling up may change how people talk to you, change what is accessible, or change the games ending. So it will be very important to do everything you can in the game.
As we mentioned before, the items and NPCs will stand out from the backgrounds through the use of different art styles, but there will also be a lot of cutscene variety that takes advantage of that stylization. We're going with a unique style as far as cutscenes are concerned, every cutscene that isn't made with in game graphics will have pixelated characters over a digitized real world background, it's hard to explain, but imagine a Sega CD cutscene with the people replaced with 8-bit characters. (It's easier to see in the video.)
It's also very important to know that virtually all of the antagonist dialogue are actually insults that have been used against us, like "ge'in hungi" (as in getting hungry.) and "gen jerky" (I know as well as you do.) Also the story will be loosely based on the troops of Masahiro Sakurai's work.
Tell me about the game's characters?
You play as Hungre Jack (yes, that was a real insult) a silent protagonist and a victim to bullies, like Sir. Huntington and Julinavi.
Sir. Huntington is the game's main antagonist, he's a giant gooey blob with tiny arms and giant tentacle legs. He more or less takes the role of the Riddler, most of the insults/puzzles will come out of him.
Julinavi is somewhere between an antagonist, and a guide. He constantly insults you, yet he's helping you because it reminds you to stay on task, and let's you know what you're supposed to do. Definitely a unique character.
So how do I know you won't spend the money on candy?
We have created a very specific list of what we will do with the money when we reach specific goals, additionally my parents will be reviewing our list to make sure we're using the money wisely, and it will also be in her bank account to make sure we're using it wisely, you can rest assured the money won't be spent on candy.
Please give generously, and check out the rewards, we've got some really neat stuff to give.
And if you have any questions or concerns, feel free to message us at YenYurki@gmail.com
Also here are some things credible people have said about us.