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What is (un)Lucky7?
If we were to describe it with the fewest words possible it would be a "horror, sci-fi themed, jRPG-view, story-driven, pixelart puzzle game" – read on if this intrigued or confused you, we will explain it in more detail.
(un)Lucky7 is a game about six prisoners sentenced for life and one android, who are sent into unknown regions of space in a ship powered by an experimental engine. They are promised freedom in exchange for exploring the unknown and testing this new method of transportation – indeed a chance of a lifetime, hence the name "Lucky 7".
This doesn't last long, though. Upon arriving on an alien planet they find an entrance to a strange base, seemingly lifeless and abandoned. Soon, they are trapped inside, forced to fight for their life and searching for a way back home.
You play as one of the crew members, a spaceship pilot by the name of Moro. In order to keep yourself and others alive you'll have no choice but to explore this hostile place, uncovering its history and solving its dark mysteries. All the while developing and maintaining different relations with the rest of the crew (many of which depend on your actions).
The game is inspired by titles like To the Moon, Corpse Party and Ao Oni, as well as classic point and click adventure games and sci-fi horror movies from the '80s and '90s. Thus, unsurprisingly, we want to focus on telling a great story with a lot of unexpected twists, unique characters and relations between them. And of course quite a few good scares.
This brings us to the horror aspect. It may seem hard to make a scary game in this visual style, but we strive to deliver you a quality scare by developing many elaborate ways to frighten you instead of simply concentrating on cheap jumpscares. We put emphasis on the soundtrack and sound design because together with a heavy atmosphere and a sense of danger it creates deep immersion.
As mentioned above, we believe music and sounds are one of the most important atmosphere-building factors in a horror game. That's why we decided to hire a professional composer to create our soundtrack. He goes by the name of "Fox Amoore" and you can hear a sample of his work in the trailer. If you want to check out more of his beautiful music you can visit his Facebook (https://www.facebook.com/FoxAmooreMusic) and SoundCloud (https://soundcloud.com/fox-amoore) accounts.
We also want you to feel the impact of your decisions and choices – that's why there are multiple possible endings divided into three categories:
1. true ends – for when you finished the game and got one of the main endings.
2. special ends – smaller bonus endings spread throughout the game.
3. dead ends – these mean you probably died. Oops.
Keep in mind, though, that the game doesn't judge whether you're "good" or "evil" and you will not be forced to behave like a knight in shinning armour in order to get a "good" ending.
When it comes to the puzzle aspect, jRPG-like puzzle games tend to concentrate purely on puzzle-box type of puzzles and dialogue choices. We thought that we would spice things up by adding more inventory puzzles, where you actually need to use the inventory item instead of just having it when it's needed. Don't worry, it won't be annoying to use because we provide a highlight system that marks the places you can examine and interact with. We're also adding special group puzzles, where you have to choose other crew members to help you based on their unique skills.
If we reach our goal on IndieGoGo we intend to use our own custom built engine. It supports Windows, Linux and Mac but is not yet finished. If we do not get enough funds, we will stay with the Windows-only rmvx engine to save time and money.
Who are we?
The core of our team is an "army of two" – one programmer and one artist. We're both from Poland and we have been into game development since high school. We always knew that the game industry is the only place we would ever want to work in and the only place where we can show our love for games by making them ourselves.
We met at university and together helped create some non-commercial game projects, strengthening the bond between us. Right after graduation we got jobs of lead programmer and lead artist in an Australian company. After working there for over two years we had decided that we want to do something more ambitious. With our combined experience and the help of other like-minded people we want to create a great game that's based on our own ideas.
Even with professional experience we still need to spend a large amount of our time to create the game. Without fund-rising, we'll have to create the game in our spare time, essentially working two shifts at once. This negatively impacts the rate at which we make progress on our project and may cause us to put the project on hold or lower its quality. We wish to deliver a high quality product, looking exactly the way we want it to look. For that we need enough funds to allow us to work full-time on the game.
Why do we need 46 000 euros?
We sat down and crunched the numbers. This is how much we need to make it all possible. It may seem excessive, but it includes a lot of expenses:
1. setting up a small company (small expenses needed to do it legally over here)
2. necessary software and hardware
3. paying Fox Amoore to compose high quality music specifically for us
4. buying a license for sound effects or getting someone to record them
5. paying a translator to check all our dialogue
6. salaries (unfortunately, we're not robots – we need to eat and pay our bills)
7. office expenses
What happens if we do not meet our goal?
We decided for a "keep-it-all" model because we want to finish the game no matter what. For example, if we get only 50% of our goal it will of course force us to cut corners and the game will end up much shorter than initially planned. If we get even less, then the development process will take a lot longer as we won't be able to work on the game full-time anymore.
What happens if we exceed our goal?
We will make the game longer by adding more puzzles, endings and unlockable bonus chapters that give better insight into some events from the game. The amount of CG artwork will be expanded and with enough donations we might even afford voice actors to record voice-overs for all the dialogues.
What are the rewards?
Everyone who contributes to our project will get not only the warm feeling inside their heart but also bonus rewards according to the "Perks" table visible on the right! Including the game itself which you get from tier two and above!
Is there any other way I can help?
Yes! In fact, there are two things you can do apart from donating!
1. Vote for our game on Steam Greenlight – http://steamcommunity.com/sharedfiles/filedetails/?id=118625631. This will help us to release the game to a broader audience of players and create more games in the future! We can't stress enough how important it is for us to be greenlit. This is a big chance for indie game developers like ourselves! So please – if you like our project vote for it there! Even if you can't afford or don't want to donate anything on Indiegogo!
2. Spread the word – tell your friends, give them links to Indiegogo and Steam Greenlight projects, ask them to send those to their friends as well!