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Kajo

Release Date:

The game is still very much in development, but once greenlit we have the option of releasing an early access version of the game. Depending on the community backing we get, we may end up taking that route, or take some time off to finish up the game as soon as possible (without sacrificing quality) and releasing a “finished” version.

Workshop/Level Editor:

We’re exploring the option of supporting community created content.

Cost:

We don't know how much we'll be offering it for. It'll most likely depend on how much more we want to add to the game and how much play time the final game offers. We of course want it to be a fair price for you guys. I personally estimate somewhere in the $5-$10 range.

How long/many levels:

We currently have 11+ levels that we like the feel of and I personally feel like that is a small amount. The idea right now is for shorter levels that people can have fun finding new ways through and speedrunning. We want a substantial gaming experience without the game becoming dull and repetitive for you guys. As long as it continues to be fun and we have ideas we want to keep making new levels.

Why only English:

Our game has no words in it other than for the menus, so it is entirely possible to play even if you cannot read or understand English. Regardless, we will most likely be able to offer alternate language support in the future.

Gameplay:

Kajo will have no combat and is mainly a freerunning platformer. We want a pure freerunning experience that is more about finding new ways to get through the level while perhaps finding entirely new paths in the process. We want people to compete with each other to get the best times, so we will at the very least include leaderboards. We're currently discussing some sort of racing/ghosting possibilities because we really like that aspect of play.
Kajo feels pretty smooth already when you play it , but we are working to make it feel even "smoother". Our trailer is also recorded at a lower frame rate and doesn't represent accurately how the game actually looks when you play it. Rest assured, we wouldn't release Kajo if it didn't feel right.

Animations:

We will be revamping the animations. It seems like a lot of games with bodies the camera can see feel kind of clunky, especially in the movement, and we want to avoid that. If we can get a body/legs to feel/look right then we will definitely include them.

We hit 30% during our first week of greenlight. Thank you guys for all the support. We're looking into creating a short demo so you can check it out yourselves (very much a dev demo) as a thank you and possibly also a new video or two.

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