Then, the game takes us to a three-dimensional environment and we can control the hero like in any other action-RPG title, observing them from third-person perspective (TPP).Īs befits any card game, Hand of Fate also lets us build our own deck, consisting of part of equipment (e.g. This changes the moment, when we encounter enemy. Playing cards happens in text form, as we choose dialogue options that correspond to certain actions. We explore locations by moving the pawn that represents the protagonist on the table and thus revealing more and more cards, which depict enemies, non-playable characters, various places and other elements that constitute the adventure. The base of the gameplay is a table that serves as a board for a card game, with players on one side of the table and the dealer on the other. However, the form, in which the adventures are presented, is slightly different. is a result of the developers’ love of board games, classic (“paper”) RPGs and roguelike titles, so the gameplay is focused on exploring dungeons, fighting monsters and collecting treasures. Hand of Fate takes us to a fantasy world inspired by tarot cards, with hero’s main objective being to defeat twelve members of the council (represented by three most important figures – King, Queen and Jack – in four colors), who are between him and the final challenge that will let him be triumphant. It is an independent project made by an Australian studio of Defiant Development, which gathered resources required for production through the campaign on Kickstarter. is a unique hybrid of card, board and RPG games set in a fantasy world.
#Hand of fate kickstarter Ps4#
Everyone on the team has helped make that happen, and I think it comes across when you play.Hand of Fate for PC, PS4 and etc. “There are no other games that do what Hand of Fate does, and we've given a sense of atmosphere and place that's incredibly strong. “I'm incredibly proud that we've delivered something unique,” says Jaffit of the game that Hand of Fate has become. That's been worth much more than the funding.” “We wanted to make the best game possible for that niche, and Kickstarter helped us to find people who were enthusiastic and make them part of the development process. “That said, the Kickstarter was really about finding our audience early.” He points out that Hand of Fate is a niche game, in that it appeals to fans of card games and deck-building who also enjoy an action component. “The game has gone much longer than we anticipated, so we've definitely ended up spending more than the Kickstarter funds,” says Jaffit.
With a haul of $54,000, Kickstarter certainly played a role in getting Hand of Fate off the ground – but it didn’t get them all the way. A lot of the details were missing, and we've gone through and filled those out along the way.” “Ultimately, though, we had a clear vision at the start, and around that vision the game has grown into its own thing as we went. Different elements of the game have evolved as time has passed, certainly, and deck-building has become significantly more important to the experience. “You can go back to some of our earliest videos – like our Kickstarter trailer from last year – and see the same concepts and core ideas in place,” he says. Since then, he says various features have become invaluable, including blend shape support added in Unity 4.3, “without which we couldn't have brought the dealer to life.” He also notes that Marmoset Skyshop has added huge amount to the look of the game.Īccording to Jaffit, much of the game is very similar to that original demo. “We first showed the game to the public at GDC after a couple of months of prototype development, and even then it was clear we were on to something,” he says. In fact, he says, it was much easier to get a prototype up than it's been to finish the game. The studio’s Morgan Jaffit tells us that the team is big believers in building and testing, and as such had a demo up very early on.