I just would like to quickly address the topic of simplicity, since I mentioned it on the main page. It is quite common to see game projects flounder because of over-ambition. Sometimes, in the hope of raising as much money as possible, projects try to cater to too many audiences and end up disappointing a large chunk of their backers. It is my wish to try and avoid this as much as possible.
So let me make something clear: if as a player you MUST have deep statistics and number crunching, then chances are you will be disappointed in “Ghost of a Tale”. I can’t stress this enough: my goal is to create a game that’s beautiful, charming, fun, accessible and straightforward in its approach. This should not however be necessarily construed as “dumbed-down” or shallow; after all you can build fairly complex architectures with simple stones.
Finally here’s a short turntable video which shows the main character you’ll play in-game. It’s the first of a series of videos which aim to give you a better look at some of the characters that were only glimpsed in the alpha trailer…
Here’s a better look at one of the undead rats that was seen on the video. This is one of the more heavily armored ones. They’re not very fast, but they can kill you with one well-adjusted blow (as opposed to what you see in the video). Let’s not forget that compared to your small mousy self they are indeed towering giants!
Again, this is simply the game asset directly within Unity, as it appears in-game. No fancy CG makeup.
Keen-eyed ones among you will no doubt notice the royal sigil of the Rat King painted on the shield. Although it’s seen better days. Too much salty water if you ask me…
Incidentally, the character’s pose is the one used for the figurine available on the campaign page.