Some months back, I had discovered a promising title set for unveiling on Kickstarter rooted in wonder, conspiracy, and British humor; this week, I’m happy to say I’m able to bring it to the attention of the wider audience it deserves. Plot of the Druid is a medieval fantasy point-and-click adventure game featuring humor inspired by the likes of Monty Python and other classic examples of British comedy. Developed by Adventure4Life Studios, it tells the story of a disgraced druid’s apprentice who sets out to restore the natural order of the world as we know it. What will make this point-and-click stand out on paper (depending on how funding goes) is the fact that it is potentially set to be open-ended, as players can choose to deal with different situations in however way they choose as opposed to it having one pre-determined path. The player must also use spells learned in order to solve puzzles, interact with NPCs, and progress through the game.
Eager to know more about this prospect-filled title amidst its current Kickstarter campaign, I got in touch with Adventure4Life’s CEO Yakir Israel and asked him a few questions in regards to the game, and what kind of weird and wonderful things players can expect going into it, and how it may stand among some of the very best games in the genre, such as Monkey Island, Broken Sword or Grim Fandango. Here’s what Yakir Israel of Adventure4Life Studios had to say about Plot of the Druid.
What were the influences behind your game?
I’m a big fan of everything related to fantasy and comedy. I also grew up on point-and-click adventure games such as Indiana Jones and the Fate of Atlantis, Simon the Sorcerer, and Monkey Island, which shape the main course of my game. When I played Book of Unwritten Tales ten years ago, I realized that the PnC genre hadn’t died, and it inspired me to make my own game with a similar fantasy setting.
King’s Quest, Harry Potter, and The Wonderful Wizard of Oz all had an impact on the setting as well. More than that, Plot of the Druid has a big mixture of influencers: The whole focus on druids comes from the Asterix comics and Radagast from Lord of the Rings, the shapeshifting mechanic comes from Visionaries – Knights of the Magical Light, the art style was inspired by the 2D beautiful hand-painted Broken Sword series, and all the wacky characters in the game took inspiration from Simon the Sorcerer, Discworld, and Monkey Island.
What has the developmental process been like?
I’ve been working on this game for almost six years, and there were many ups and downs. I worked full-time in hi-tech and saved some money each month to pay expert freelancers for aspects of the game that I can’t do myself, but it was a very tight budget. Some of the team members lost motivation when the budget ran out. And each time someone leaves, it causes delays to find a replacement.
Luckily, since this game is my dream, I keep moving on even so and never stop making it. Now, in the last year, I can say the team has become more stable, and I’ve also gotten small investments from people who believe in the project. These helped me release the prologue, and I came to the conclusion I have to go as soon as possible to crowdfunding if I want the full game to happen.
How close are we to seeing the finished product?
My goal is to finish it by the beginning of 2023. Right now only twenty percent of the game is done, but if the game will get funded that can boost the development process. And I can reach that goal.
What has been the most exciting aspect of development?
After the prologue was released I got a lot of feedback, and with the experience, I gained during the years I decided to rewrite some of the story elements. It was very exciting to spot parts that weren’t working very well and improve them. I was very proud of the final result.
What has been the most challenging aspect of development?
Doing optimization – I had to decrease the build size and manage the memory more efficiently. The animations are frame-by-frame, so I had to put a lot of effort into making the loading time shorter. Each load took more than 15 seconds. After optimization, it took less than 2 seconds and the build size decreased by 70 percent!
How well has the game been received so far?
I would say pretty good. It’s listed as Very Positive on Steam and often I get positive messages from around the world. It’s really encouraging me to keep moving, knowing that things are going in the right direction!
What platforms are you looking to bring the game to?
PC is my main priority, which I think is the main audience for point-and-click games. But if I get lucky and reach certain stretch goals, I will be happy to port to mobile and consoles as well.
Are there any stretch goals planned for the Kickstarter campaign?
Yes, besides the typical goals such as localization, adding voice and mobile versions, I would like to add multiple paths, two different endings, more shapeshifting abilities, CGI cutscenes, and a comic book.
What examples of British humor influenced this game?
In addition to the British point and click games I mentioned, Monty Python and Blackadder.
Have there been any ideas at this stage of development that have since been scrapped or reworked?
When I rewrote the story elements, some of the concepts had to be removed or adapted to fit the new ideas. I kept the polished parts, which had taken lots of time and effort, and applied them in a different context. It’s funny since people that tried the first rough versions back in 2017-2018 won’t recognize the new version especially in terms of story and puzzles.
How instrumental has player feedback in terms of shaping the course of the project been?
Usually, I trust my gut feeling, but of course, making a game isn’t just about the creator. The phase where the player’s feedback has the most impact is beta testing. I listen carefully to what they have to say and decide if their suggestion is practical and if it enhances the game experience, like if something isn’t clear or additional hints are needed. After the release, I tend to work mostly on major bug fixes to avoid unnecessary ripple effects.
If you had the opportunity to develop a game with any company or for any franchise, which would it be, and why?
I would like to make an alternate sequel to Simon the Sorcerer 2! My idea is to keep the game in the same 2D pixel style, but with a different story that starts immediately after the cliffhanger at the end, when Simon and Sordid switched bodies. So you can play as Simon in Sordid’s body at the start of the game, while you see cutscenes of Sordid in Simon’s body in the real world, trying to be menacing but no one really cares. How funny would that be?!
Do you have any advice for aspiring developers that may be reading this?
- Work on something you would like to play yourself.
- Start with a small project – you can learn a lot from the dev process… you will improve later.
- Break your work into small milestones – each milestone achieved can boost your motivation, you will have something to show, and you can get feedback from it.
- Don’t wait to finish your game and then start to promote it – you need to build a community around it as soon as possible. Building a fan base takes time and effort. Spreading the word is more than 70% of a project’s success, BUT make sure the contents you send to the press are high quality!
Where on the Internet can people find you?
The best place to start is the website – www.plotofthedruid.com, from there you can subscribe to newsletters to get updates and reach our social media – Facebook, Twitter, Instagram and Discord.
Do you have anything else to add?
We released a free prologue last year, you can play it here:
And like I already mentioned, being funded is crucial for making the full game, please consider
backing it: https://www.kickstarter.com/projects/plot-of-the-druid/plot-of-the-druid
There are cool rewards, such as an original big box version like the old school game used to have, the backers can make contributions and even appear in the game itself!
I’d like to thank Yakir for taking the time out to answer my questions on Plot of the Druid. Alongside names such as Lucy Dreaming, there seems to be an incoming influx of indie point-and-click adventure games, and Plot of the Druid, at first glance, looks like a game that is sure to deliver an extremely memorable experience to both fans of the genre and newcomers. If you’d like to back the game on Kickstarter, you can do so via the link provided, but in the meantime, I hope you guys enjoyed this one because I certainly did.
Scouse Gamer 88