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novafarma/docs/KICKSTARTER_DEMO_DOPAMINE_PLAN.md
2026-01-20 01:05:17 +01:00

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🎯 KICKSTARTER DEMO - "DOPAMINE BOMB" PRODUCTION PLAN

Goal: 15-minute polished vertical slice that screams "FUND THIS!"
Budget: €168 (14,000 slik) - ampak demo rabi samo ~€40-60 (3,000-5,000 slik)
Timeline: 3-5 dni full production
Art Style: Style 33 (Cult of the Lamb) za entities, Style 30 (Garden Story) za vegetation


🎬 DEMO FLOW (15 minut):

ACT 1: Wake Up (2 min)

  1. Cutscene: Kai zbudi na kmetiji (sunrise fade-in)
  2. Tutorial prompt: "WASD to move"
  3. First quest: "Check your crops"

ACT 2: Farm Life (5 min)

  1. Plant tutorial: Posadi ganjo seed
  2. Watering can: Zalij
  3. Growth animation: Time-lapse (3 stages → mature)
  4. Harvest: E to interact
  5. Crafting: Odpri workbench → craft metal pipe
  6. First NPC: Gronk pojavi: "YO BRO, zombiji so blizu!"

ACT 3: First Combat (3 min)

  1. Zombie encounter: 2× Zombie Policist (Style 33)
  2. Combat tutorial: Click to attack
  3. Victory: Loot drop (pipe upgrade)
  4. Level up effect: Dopamine++ 🎉

ACT 4: Dino Valley Teaser (3 min)

  1. Gronk: "Hočeš videti nekaj hudega?"
  2. Transition: Walk to Dino Valley border
  3. Environment shift: Volcanic terrain, prehistoric vegetation
  4. Raptor sighting: V ozadju teče Raptor (ne napada)
  5. Discovery: Find Ana's Diary (quest item)

ACT 5: Story Hook (2 min)

  1. Cutscene: Kai bere dnevnik
  2. Flashback visual: Photo of Ana (before zombie apocalypse)
  3. Text: "Ana je živa... nekje v Dino Valley..."
  4. END SCREEN: "To Be Continued... FUND US ON KICKSTARTER!"
  5. Credits roll s teaser slikami drugih biomov

🎨 ASSET PRODUCTION LIST (Priority Order):

🔴 TIER 1: CORE ANIMATIONS (€30 / 2,500 frames)

A. KAI (Main Character) - 1,200 frames

1. Idle Animation (4 directions × 6 frames = 24)

  • Frame 1: Standing, breathing in
  • Frame 2-3: Slight chest rise, dreadlocks sway RIGHT
  • Frame 4: Peak breath
  • Frame 5-6: Exhale, dreadlocks sway LEFT
  • Repeat loop
  • Style: Cult of the Lamb (Style 33), 4-5px outlines, NO pupils (white eyes), pastel + gothic

2. Walk Cycle (4 directions × 8 frames = 32)

  • Frame 1: Contact (left foot forward)
  • Frame 2: Down (weight shift)
  • Frame 3: Passing (legs cross)
  • Frame 4: Up (right foot forward, slight hop)
  • Frame 5-8: Mirror for other leg
  • Dreadlocks: Bounce UP när Kai e u zraku, DOWN när kontakt z zemljo
  • Style: Same, thick outlines, motion lines za speed

3. Run Cycle (4 directions × 8 frames = 32)

  • Podobno kao walk ampak:
    • Večji hop (više u zraku)
    • Dreadlocks flying MORE
    • Motion blur trails

4. Tool Actions (4 directions × 6 frames × 3 tools = 72)

Axe Swing:

  • Frame 1: Wind-up (axe behind)
  • Frame 2-3: Swing arc (motion blur)
  • Frame 4: Impact (pause frame)
  • Frame 5-6: Recovery
  • VFX: Wood chips fly (separate layer)

Pickaxe Mining:

  • Frame 1: Raise pickaxe
  • Frame 2-3: Downward strike
  • Frame 4: Impact (screen shake cue)
  • Frame 5-6: Pull back
  • VFX: Rock shards (separate)

Hoe Tilling:

  • Frame 1-2: Raise hoe
  • Frame 3-4: Strike ground
  • Frame 5-6: Drag back
  • VFX: Dirt clumps

5. Combat (4 directions × 8 frames × 2 attacks = 64)

Pipe Swing (basic):

  • Frame 1: Ready stance
  • Frame 2-3: Wind-up
  • Frame 4-5: SWING (motion blur)
  • Frame 6: Impact frame (pause)
  • Frame 7-8: Follow-through
  • VFX: Slash effect (separate layer)

Pipe BONK (critical hit):

  • Frame 1-2: Overhead wind-up
  • Frame 3-4: Jump UP (Kai leaves ground!)
  • Frame 5-6: SMASH DOWN
  • Frame 7-8: Landing + shockwave
  • VFX: Impact circles, stars

6. Interaction (4 dir × 4 frames = 16)

  • Frame 1: Reach hand out
  • Frame 2: Grab motion
  • Frame 3: Pull back
  • Frame 4: Hold item
  • Used for: Picking crops, opening chests, petting Susi

7. Planting (top-down view × 6 frames = 6)

  • Frame 1: Kneel down
  • Frame 2-3: Dig small hole
  • Frame 4: Place seed
  • Frame 5-6: Cover with dirt
  • Style: Cute chibi squat pose

8. Watering (top-down × 5 frames = 5)

  • Frame 1: Hold watering can
  • Frame 2-3: Tilt can
  • Frame 4-5: Water streams out (VFX)
  • VFX: Water droplets (particle effect)

9. Hurt/Death (4 dir × 6 = 24)

  • Hurt: Flash red, stagger back (3 frames)
  • Death: Fall down, X_X eyes (3 frames)

10. Emotes (front-facing only × 6 each = 30)

  • Happy: Jump + fist pump
  • Sad: Slouch, look down
  • Surprised: Jump back, hands up
  • Thinking: Hand on chin
  • Vape: Gronk influence 😏

11. Portrait (Dialogue) - 5 emotions = 5

  • Neutral, Happy, Sad, Angry, Surprised
  • Style: Close-up face, Style 33, thick outlines

KAI SUBTOTAL: ~310 unique frames + mirrors = 620 assets


B. GRONK (Companion) - 400 frames

1. Idle (4 dir × 6 frames = 24)

  • Frame 1-3: Breathing, tattoos pulse slightly
  • Frame 4-6: Vape exhale (smoke puff VFX)
  • Piercings/gauges: Subtle shine effect

2. Walk (4 dir × 8 frames = 32)

  • Similar to Kai ampak:
    • Heavier footsteps (more ground contact frames)
    • Tribal clothing sways
    • Vape in hand (always)

3. Combat Idle (standing guard × 6 = 6)

  • Ready stance, rotating bone club
  • Protective posture (shield Kai)

4. Attack (4 dir × 6 frames = 24)

  • Bone club swing
  • Slower than Kai ampak STRONGER impact
  • VFX: Bigger slash effect

5. Special: Vape Cloud (× 8 frames = 8)

  • Gronk exhales HUGE cloud
  • Smoke VFX spreads
  • Enemies SLOW in cloud (gameplay mechanic!)

6. Emotes (× 5 = 5)

  • Thumbs up, Laugh, Protective stance

7. Portrait (× 5 emotions = 5)

GRONK SUBTOTAL: ~100 unique + mirrors = 200 assets


C. SUSI (Baby Dinosaur) - 200 frames

1. Idle (× 6 = 6)

  • Cute chibi hop in place
  • Tail wag
  • BIG empty eyes (Style 33)

2. Walk/Follow (× 8 = 8)

  • Tiny rapid steps (kawaii overload)
  • Always slightly behind Kai

3. Happy (× 6 = 6)

  • Spin in circle
  • Hearts float up (VFX)

4. Eating (× 6 = 6)

  • Kai feeds, Susi chomps
  • Satisfied wiggle

SUSI SUBTOTAL: 26 assets


D. ZOMBIES (Enemies) - 500 frames

1. Zombie Policist (Style 33) × 2 variants

Idle (4 dir × 6 frames = 24):

  • Shambling sway
  • Arms hanging
  • Empty white eyes (NO pupils!)
  • Dried blood (pastel red, gothic)

Walk (4 dir × 8 = 32):

  • Slow drag
  • One leg drags behind
  • Moaning pose (mouth open)

Attack (4 dir × 8 = 32):

  • Lunge forward
  • Bite animation
  • Grab attempt

Hurt (× 4 = 4):

  • Flash, stagger

Death (× 6 = 6):

  • Fall apart (comedy gore)
  • X_X eyes
  • Body fades (transparency frames 100% → 0%)

Per zombie: 98 frames × 2 variants = 196 assets

2. Zombie Runner (faster variant)

  • Same struktura, different poses (faster frames)
  • 100 assets

ZOMBIE SUBTOTAL: 296 assets


E. NPC: FARMER (Tutorial) - 100 frames

Idle (× 6 = 6):

  • Old man, leaning on hoe
  • Gentle breathing

Talk gesture (× 4 = 4):

  • Waves hand while explaining

Portrait (× 3 emotions = 3):

  • Friendly, Wise, Concerned

NPC SUBTOTAL: 13 assets


TIER 1 ANIMATION TOTAL: ~1,351 unique frames + mirrors + variations = ~2,500 assets

Cost: 2,500 × €0.012 = €30


🌿 TIER 2: ENVIRONMENT & VEGETATION (€15 / 1,250 assets)

A. FARM TERRAIN (Seamless Tiles)

1. Grass Tiles (Style 30 - Cozy)

  • Base grass (16 variants for seamless tiling)
  • 4 corner pieces
  • 4 edge pieces
  • 4 center variants (small flowers, pebbles)
  • Animated: Gentle wind sway (3 frames)
  • Total: 16 × 3 = 48 assets

2. Dirt Path

  • Same system (16 + corners + edges)
  • Total: 48 assets

3. Plowed Soil (for crops)

  • Dark tilled earth (8 variants)
  • Total: 8 assets

4. Water Tiles (pond/river)

  • Animated ripples (8 frames loop)
  • Edge transitions (8 pieces)
  • Total: 8 + 8 = 16 assets

TERRAIN SUBTOTAL: 120 assets


B. CROPS (Growth Stages)

Ganja Plant (Demo showcase):

  • Stage 1: Seed in ground (tiny sprout)
  • Stage 2: Small plant (2 leaves)
  • Stage 3: Growing (4 leaves, getting bushy)
  • Stage 4: Mature (full plant, ready to harvest)
  • Harvest effect: Puff of smoke + sparkles (4 frames)
  • Style: Style 30 (cozy botanical)
  • Total per crop: 4 + 4 = 8 assets

Other crops (tomato, wheat, carrot × 3):

  • Same struktura
  • Total: 3 × 8 = 24 assets

CROPS SUBTOTAL: 32 assets


C. VEGETATION (Decorative)

Trees (Style 30):

  1. Oak tree (4 seasons) = 4 assets
  2. Pine tree (2 variants) = 2 assets
  3. Fruit tree (apple, 3 stages: flowering, fruit, bare) = 3 assets

Bushes:

  • Berry bush (2 variants)
  • Decorative shrub (3 variants)
  • Total: 5 assets

Flowers (Style 30 clusters):

  • Wildflower patches (6 colors) = 6 assets

Rocks/Stumps (obstacles):

  • Stone (3 sizes) = 3 assets
  • Tree stump (2 variants) = 2 assets

VEGETATION SUBTOTAL: 25 assets


D. DINO VALLEY TERRAIN (Teaser Zone)

Volcanic Ground:

  • Dark rock tile (seamless 16 variants) = 16 assets
  • Lava cracks (glowing orange, 4 frames animated) = 4 assets

Prehistoric Plants (Style 30):

  • Giant fern (3 variants) = 3 assets
  • Cycad palm (2) = 2 assets
  • Moss patches (4) = 4 assets

Props:

  • Dinosaur skull (T-Rex) = 1 asset (already done )
  • Bones scattered = 1 asset (done )
  • Tar pit (bubbling, 6 frames) = 6 assets

DINO VALLEY SUBTOTAL: 36 assets


E. FARM BUILDINGS (Exteriors)

Farmhouse:

  • Front view (main entrance)
  • Door (open/closed = 2 states)
  • Windows (lit/dark for day/night)
  • Total: 4 assets

Barn:

  • Front view
  • Door (open/closed)
  • Total: 2 assets

Workbench (Crafting Station):

  • Outdoor crafting table
  • Interactive glow (when near)
  • Total: 2 assets

Fence (for boundaries):

  • Horizontal/Vertical pieces (8)
  • Corner pieces (4)
  • Gate (2: open/closed)
  • Total: 14 assets

BUILDINGS SUBTOTAL: 22 assets


TIER 2 ENVIRONMENT TOTAL: 235 assets
Cost: 235 × €0.012 = €2.82


⚔️ TIER 3: ITEMS & UI (€10 / 850 assets)

A. WEAPONS (Inventory Icons + Equipped Sprites)

1. Metal Pipe (starter weapon):

  • Inventory icon: Top-down view, Style 33
  • Equipped: Kai holding (integrated in combat animations)
  • Dropped: Floor sprite (when zombie drops)
  • Total: 2 assets (icon + floor)

2. Upgraded Pipe (with nails):

  • Same system
  • Total: 2 assets

3. Axe, Pickaxe, Hoe (tools):

  • Icons (3) + floor sprites (3)
  • Total: 6 assets

WEAPONS SUBTOTAL: 10 assets


B. CONSUMABLES

1. Ganja (harvested):

  • Icon + floor drop
  • Total: 2 assets

2. Health item (medkit):

  • Icon + floor + use animation (sparkles 4 frames)
  • Total: 6 assets

3. Food (bread, water):

  • Icons (2)
  • Total: 2 assets

CONSUMABLES SUBTOTAL: 10 assets


C. QUEST ITEMS

Ana's Diary:

  • Icon: Worn journal, Style 33
  • Close-up: Readable page (cutscene)
  • Glow: Pickup effect (6 frames)
  • Total: 8 assets

Photo (Flashback):

  • Family photo (Kai + Ana before apocalypse)
  • Total: 1 asset

QUEST ITEMS SUBTOTAL: 9 assets


D. UI ELEMENTS

HUD:

  • Health bar (empty, full, frames between = 10)
  • Stamina bar (same = 10)
  • Hunger bar (same = 10)
  • Quick slots (8 background frames)
  • Selected slot highlight (1)
  • Total: 39 assets

Inventory Screen:

  • Background panel (1)
  • Slot grid (1)
  • Category tabs (4: weapons, tools, consumables, quest)
  • Sort button (1)
  • Total: 7 assets

Dialogue Box:

  • Background (3 variants: normal, important, tutorial)
  • Name plate (1)
  • Continue arrow (animated 3 frames)
  • Total: 7 assets

Tutorial Prompts:

  • "WASD to move" (1)
  • "E to interact" (1)
  • "Click to attack" (1)
  • "Open Inventory (I)" (1)
  • Total: 4 assets

Buttons:

  • Normal, Hover, Pressed states (3)
  • Total: 3 assets

UI SUBTOTAL: 60 assets


E. VFX (Particles & Effects)

Combat:

  • Slash effect (Style 33, 6 frames) = 6 assets
  • Impact stars (4 frames) = 4 assets
  • Critical hit (BONK text + shockwave, 8 frames) = 8 assets
  • Blood splatter (pastel red, 3 variants) = 3 assets

Environmental:

  • Dust cloud (walking, 4 frames) = 4 assets
  • Water splash (watering can, 6 frames) = 6 assets
  • Sparkles (item pickup, 6 frames) = 6 assets
  • Smoke puff (Gronk vape, 8 frames) = 8 assets

Level Up:

  • Golden shine (12 frames big animation) = 12 assets
  • "+1 LEVEL" text popup (3 frames) = 3 assets

VFX SUBTOTAL: 60 assets


TIER 3 ITEMS & UI TOTAL: 149 assets
Cost: 149 × €0.012 = €1.79


🎼 TIER 4: POLISH & EXTRA (€5 / 400 assets)

A. CUTSCENE ASSETS

Opening (Wake up):

  • Sunrise gradient overlay (6 frames fade) = 6 assets
  • Bedroom interior (simple, top-down) = 1 asset
  • Bed (Kai sleeping → waking, 4 frames) = 4 assets

Diary Reading:

  • Diary pages (3 readable pages) = 3 assets
  • Flashback filter (sepia overlay) = 1 asset
  • Photo zoom (3 frames) = 3 assets

Ending Screen:

  • "To Be Continued" text (fancy Style 33 font) = 1 asset
  • Kickstarter logo (in-game Easter egg) = 1 asset
  • Teaser montage (6 images from other biomes) = 6 assets

CUTSCENE SUBTOTAL: 25 assets


B. RAPTOR (Teaser - Non-interactive)

Background Raptor (running animation):

  • Side view (4 frames run cycle)
  • Silhouette (distance, low detail OK)
  • Style: Still Style 33 outlines
  • Total: 4 assets

C. SOUND VISUAL CUES (Accessibility)

Footstep indicators (4 directions): 4 assets
Zombie growl (4 directions): 4 assets
Gunshot (future teaser, 1): 1 asset

SOUND CUES SUBTOTAL: 9 assets


D. EXTRA EMOTES & IDLES

Kai idle variations:

  • Scratching head (4 frames) = 4 assets
  • Looking around (6 frames) = 6 assets
  • Yawning (5 frames) = 5 assets

Gronk bonus:

  • Checking vape (4 frames) = 4 assets
  • Stretching (5 frames) = 5 assets

EXTRA SUBTOTAL: 24 assets


TIER 4 POLISH TOTAL: 62 assets
Cost: 62 × €0.012 = €0.74


📊 GRAND DEMO TOTAL:

Tier Category Assets Cost
🔴 T1 Animations 2,500 €30.00
🟡 T2 Environment 235 €2.82
🟢 T3 Items & UI 149 €1.79
🔵 T4 Polish 62 €0.74
TOTAL 2,946 €35.35

Budget remaining po demu: €1,117 - €35 = €1,082 🎉


🗂️ SPRITESHEET ORGANIZATION:

Folder Structure:

demo/
├── spritesheets/
│   ├── characters/
│   │   ├── kai_idle_4dir.png          (24 frames, 6×4 grid)
│   │   ├── kai_walk_4dir.png          (32 frames, 8×4 grid)
│   │   ├── kai_run_4dir.png           (32 frames, 8×4 grid)
│   │   ├── kai_combat_pipe.png        (32 frames)
│   │   ├── kai_tools_axe.png          (24 frames)
│   │   ├── kai_tools_pickaxe.png      (24 frames)
│   │   ├── kai_tools_hoe.png          (24 frames)
│   │   ├── kai_interact.png           (16 frames)
│   │   ├── kai_emotes.png             (30 frames)
│   │   ├── kai_portraits.png          (5 emotions, 1 row)
│   │   ├── gronk_idle.png
│   │   ├── gronk_walk.png
│   │   ├── gronk_combat.png
│   │   ├── gronk_vape.png
│   │   ├── gronk_portraits.png
│   │   ├── susi_all.png               (all Susi animations in one)
│   ├── enemies/
│   │   ├── zombie_policist_A.png      (all animations)
│   │   ├── zombie_policist_B.png
│   │   ├── zombie_runner.png
│   ├── environment/
│   │   ├── tileset_farm_grass.png     (all grass variants)
│   │   ├── tileset_farm_dirt.png
│   │   ├── tileset_farm_water.png     (animated)
│   │   ├── tileset_dino_volcanic.png
│   │   ├── vegetation_trees.png
│   │   ├── vegetation_bushes.png
│   │   ├── crops_growth.png           (all crops, all stages)
│   ├── items/
│   │   ├── weapons_icons.png
│   │   ├── tools_icons.png
│   │   ├── consumables_icons.png
│   │   ├── quest_items.png
│   ├── ui/
│   │   ├── hud_bars.png
│   │   ├── inventory_panels.png
│   │   ├── dialogue_boxes.png
│   │   ├── buttons.png
│   │   ├── tutorial_prompts.png
│   ├── vfx/
│   │   ├── combat_effects.png         (slashes, impacts, etc)
│   │   ├── particles.png              (sparkles, dust, water)
│   │   ├── levelup.png
│   ├── cutscenes/
│       ├── opening_bedroom.png
│       ├── diary_pages.png
│       ├── ending_screens.png
├── atlas/
│   └── demo_master_atlas.png          (optional: all combined)
└── metadata/
    └── spritesheet_definitions.json   (frame sizes, positions)

🛠️ PHASER 3 SETUP (Technical):

Loading Spritesheets:

// In preload()
this.load.spritesheet('kai_idle', 'demo/spritesheets/characters/kai_idle_4dir.png', {
    frameWidth: 64,  // Adjust based on your sprite size
    frameHeight: 64,
    endFrame: 23     // 24 frames total (0-23)
});

this.load.spritesheet('kai_walk', 'demo/spritesheets/characters/kai_walk_4dir.png', {
    frameWidth: 64,
    frameHeight: 64,
    endFrame: 31     // 32 frames
});

// Repeat za vse ostale...

Creating Animations:

// In create()
this.anims.create({
    key: 'kai-idle-down',
    frames: this.anims.generateFrameNumbers('kai_idle', { start: 0, end: 5 }),  // First 6 frames = DOWN direction
    frameRate: 6,
    repeat: -1  // Loop forever
});

this.anims.create({
    key: 'kai-idle-up',
    frames: this.anims.generateFrameNumbers('kai_idle', { start: 6, end: 11 }), // Next 6 = UP
    frameRate: 6,
    repeat: -1
});

this.anims.create({
    key: 'kai-idle-left',
    frames: this.anims.generateFrameNumbers('kai_idle', { start: 12, end: 17 }), // LEFT
    frameRate: 6,
    repeat: -1
});

this.anims.create({
    key: 'kai-idle-right',
    frames: this.anims.generateFrameNumbers('kai_idle', { start: 18, end: 23 }), // RIGHT
    frameRate: 6,
    repeat: -1
});

// Walk animations
this.anims.create({
    key: 'kai-walk-down',
    frames: this.anims.generateFrameNumbers('kai_walk', { start: 0, end: 7 }),
    frameRate: 10,
    repeat: -1
});

// ... ostale directione

// Combat
this.anims.create({
    key: 'kai-attack-pipe',
    frames: this.anims.generateFrameNumbers('kai_combat_pipe', { start: 0, end: 7 }),
    frameRate: 12,
    repeat: 0  // Play once
});

⏱️ PRODUCTION TIMELINE:

DAY 1: CHARACTER ANIMATIONS (€30)

  • Morning: Kai idle, walk, run (300 slik)
  • Afternoon: Kai tools & combat (400 slik)
  • Evening: Gronk + Susi (226 slik)
  • Night: Zombies (296 slik)
  • Total Day 1: 1,222 slik

DAY 2: ENVIRONMENT (€10)

  • Morning: Terrain tiles seamless (120 slik)
  • Afternoon: Crops, vegetation (57 slik)
  • Evening: Buildings, Dino Valley teaser (58 slik)
  • Total Day 2: 235 slik

DAY 3: ITEMS, UI, VFX (€10)

  • Morning: All items (29 slik)
  • Afternoon: UI elements (60 slik)
  • Evening: VFX (60 slik)
  • Total Day 3: 149 slik

DAY 4: POLISH & CUTSCENES (€5)

  • Morning: Cutscene assets (25 slik)
  • Afternoon: Sound cues, extras (38 slik)
  • Evening: QA check, fix any issues
  • Total Day 4: 62 slik

DAY 5: INTEGRATION & TESTING

  • Morning: Organize spritesheets
  • Afternoon: Phaser 3 integration
  • Evening: Playtest, polish, record trailer footage

FINAL CHECKLIST:

Before you start production:

  • Confirm Style 33 (NOT Style 32!) za entities
  • Confirm Style 30 za vegetation
  • Test 1 full character animation set (Kai idle) to verify quality
  • Prepare folder structure
  • Set up Phaser 3 demo project shell

During production:

  • Generate in batches (250 slik per session)
  • Organize into spritesheets immediately
  • Test animations in Phaser as you go
  • Git commit every 500 slik

After demo complete:

  • Record gameplay footage (15 min)
  • Create trailer (2-3 min highlight reel)
  • Screenshot gallery (10-15 shots)
  • Kickstarter page draft
  • Press kit (bio, art, GIFs)

🎉 SUCCESS CRITERIA:

DOPAMINE TRIGGERS: Smooth animations (60 FPS feel)
Satisfying combat (impact freeze frames)
Growth time-lapse (farming payoff)
Level up effect (big celebration)
Dinosaur teaser (WTF moment)
Story hook ("WHERE IS ANA?!")

POLISH MARKERS: No green edges (chroma clean)
Seamless tiles (no visible grid)
Consistent style (Style 33/30 throughout)
Readable UI (fonts, icons clear)
Sound visual cues (accessibility)

KICKSTARTER READY: 15-min playable vertical slice
Trailer-ready footage
Screenshot gallery
Style consistency 100%
"I WANT MORE!" feeling at end


Ready to start production? 🚀
Budget: €35 / Timeline: 5 days / Result: FUNDABLE DEMO