CAMPAIGN PROGRESSION
-24400 $-----------------------Part 1 of the game (Main Goal) *LOCKED
-57790 $-----------------------Part 2 of the game *LOCKED
-73780 $-----------------------Part 3: complete game funded *LOCKED
-81780 $----------------------- 3rd language Translation: French. *LOCKED
-90100 $-----------------------4th language translation: German. *LOCKED
-96000 $----------------------Portability: Tablets and others.*LOCKED
-110000$----------------------5th language translation: Chinese*LOCKED
-UP FROM HERE--------------FX improvement.*LOCKED
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Crisis Crunch is a cartoon style adventure where a bunch of workers are trying to sabotage their company, an underworld enterprise of evil. They have been cheated to sign a contract (that they didn’t even read) for a job in hell, losing their souls in the process. They can´t go back to the mortal realm if they don’t destroy their contracts, so together, they plan to bring down the corporation to reach its president: Lucas Feri, the current owner of their souls.
Crisis Crunch is an “in-formal complaint” about mass media, crisis, labor situation and general stupidity of modern society, all combined with high doses of freak culture and audiovisual references.
Crisis Crunch forgets about inventory items and such mechanics, and gives you the opportunity to use the “powers” (let´s better say “inappropriate abilities”) of eight different characters such as: hiper-swiping, accountant analyzing, flashing dentition, super caffeine speed, “fetchbook” profiling and others.
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This gang of losers and office fools, is our gang of
losers. They are as fucked up by the system as we all were some time in our
lives. They are a caricature, a cliché with a turn of the screw.
In Crisis Crunch
we have a main character, Guy
Guatamez, the eternal intern. To
ruin the corporation he will assemble a powerful crew made by: an offhand slang
secretary, a cheeky blind administrative with his infernal guide dog, a Colombian
ex-revolutionary maid, a handsome marketing guy with a shining dentition, a Zen
hag known as the guru psychologist of human resources, a bizarre freaky IT guy
and a Chinese accountant who secretly dreams about conquering the world. All of
them receive the guiding and counselling of a demoniac beverages machine in
their crusade for freedom.
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Imagine using an extra crunchy bag of crisps to
demolish walls, solve puzzles by swiping the floor, use the powerful ears of a
blind person to gossip around, intoxicate people with a cheap perfume, use your
accountant vision to see unnoticed details, and other even more in-congruent
abilities.
Characters will unlock their powers while the story unfolds
and you have to decide how those powers could be used to solve the different
puzzles and bizarre situations you will encounter. Why collecting stuff around
if your characters have all they need?
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Companions can also participate in the conversations
of the main character with the different NPC, if you have the right companion
with you when you are in a dialog he or she can intervene (by quickly clicking in
the exclamation above his or her head) and the talking will have different
conclusion.
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They are evil, soooo evil! They invented selfies. They are responsible for all that is wrong in the world (of course, it is not human race´s fault!).
Malebolge Corp. is divided in eight Departments of Sin,
leaded by their Departament Chiefs: from a lustful rapper, to a greedy banker,
from a narcissistic bishop to an evil genius child who creates social
platforms, from politicians to military tyrants. The cream of society is in
charge of this horrible, horrible place.
This place is full of demons, creatures and zombies
who work in their offices, only a 2% of the staff are humans (only because they
deduct). Those humans are desperate people that are convinced to sign a
contract for an eternal job by losing their souls in the process. Even when
they die they will still work in the corporation as zombies.
That’s why our bunch is trying to get out of here and
only you can help them.
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We thought we have invented the term, but an internet search
showed us we were wrong. Yes, electro-oldie is an existing term and yes, we
want to use this word to define our core music.
This music is electronic music with the flavour of old
TV series intros and retro games tonalities with a bit of surrealism.
Our musicians, Antonio
Peña and Julián Rodriguez,
great composers and music teachers, that have created OST´s for different films,
had found a perfect breakeven between the retro junk and the electronics.
This is our main theme, which is always more dynamic
than the other in game tracks, but all the OST in general is full of sutile stridencies
combining electronic harmonies and retrogaming themes.
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Cartoons, comics and retro videogames inspired us, and
this is the result, bigheaded expressive characters with stickman bodies, non
auto-smooth animations, speech balloon, a minimalistic interface and agile and
asymmetrical designs in the scenarios.
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Why shout when you can laugh? Uncensored talk is
great, but uncensored laughs are better.
Let´s laugh about us, about social nonsense, about
people in media, about politics, about any other human aspect. We (Crisis Crunch Team) are masochists, we
like our characters to rant about us as well (they will do it several times
trough the game, you will see), but we are afraid to tell you they will not
stop there, we created a monster! (A bunch of them, in fact) they are no longer
under our control they are thinking by themselves. But we all are thinking
about ourselves ultimately, in this times we are living we must not stop having
critical thinking, but we can have it with a smile.
That’s what Crisis
Crunch wanted; it addresses social problems and then explodes in laughter. Crisis Crunch is meant to be an exhaust
valve for daily frustration, and of course an evasion and a great gaming
experience.
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Our
Main Goal in this campaign is get the PART 1 of the game funded. That includes:
the Prologue and Chapter 1 of the game.
The production will last about 5-7 months
and we will release a free playable demo before PART 1 is finished. The game
will be in Spanish and English languages.
The idea is to make a crowdfunding campaign
for each of the three parts of the game, in total: a prologue and five chapters.
But all depends on our backers. If we have good support in this current campaign maybe we could obtain enough funds to
complete also PART 2 and even PART 3 if we are lucky.
You can see in our Funding Barometer, in
the section below, what quantities we need for funding each part of the
game.
If we reach our main goal and we receive more funds than expected but they are not sufficient to achieve the extra
goal of a new chapter, we will save this money for the production of that
chapter anyway, and when we make the crowdfunding campaign for that part we
will subtract that extra money you gave us in the previous campaign from the
funding goal we establish for the next campaign.
Even if we reach our goal, our Indiegogo
profile will be active and you will be able to support us during the production of
the parts achieved. Who knows! Maybe,
while we are working on it, you make possible that another part of the game could
be developed as well.
This campaign profile will be closed before
the last funded part is released. And we will open a new campaign to fund the parts
which remains undone, if there are any left.
Also, the benefits we obtain for the sales
of the firsts parts will be used for the next part and production until the
complete game is finished.
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Freedom.
Indiegogo treat you like an adult who knows what he
wants, who can make his own decisions about what sell and how to introduce it
to the public. And what is important, Indiegogo let the backers decide if a
project it´s worthy of their interest, applying less project pre-selection or
interfering in the team´s way of doing his will based in their best judgment.
That is why we chose Indiegogo for both our current
projects.
Indiegogo works in the same ideological wavelength we
do. Creators must be free to introduce their work at their own way and backers
and players must be free to support or play the project that means something to
them.
·
Because
videogames are art, and art is abstraction, is relative.
·
Because
videogames are experiences and experiences are something intimate and personal.
Standards could be something useful, but why not
convert freedom of expression in a standard?
Funding
Finally, we decide to start a crowdfunding profile in
order to fund this great idea, with this money we can access to the resources
we need, and invest more personal time in the project.
Your support is essential for us; we want you to feel
free to ask anything, that’s why we pretend to have a well attended social
community. You are OUR backers!
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We are not trying to create a community bigger than we
can manage, always quality before quantity or size. To ensure that, we have
Community Managing personnel and a team that dangerously enjoys sharing things
and gossiping about the project.
Working in this kind of projects is a great
experience but, of course, sometimes could be stressful and exhausting.
Receiving your cheers, your commentaries or simply your hellos will make us remember
why we are doing this, besides, we have a lot to do and a lot to learn and you
have a lot to teach us, so we want to be sure you have the correct channels to
do so.
A community is very useful. In a community there are
always Trimmers (as we call them) people who share their knowledge and give you
a lot of advices and suggestions and also, there are Tanglers, people who gives
you hope and diffuses the news, people that connect us to others, making Crisis Crunch emerge from the shadows
and step up into the digital world.
And of course this and the other spectrums of the
cyber-life conforms The Players, people who love gaming, or maybe potential
players waiting for the perfect occasion to be initiated in the interactive
world, we work for you so…
Trimmers, Tanglers, Players…
Don´t hesitate! Talk to us! We need you! X)
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Please, see tiers further explanation in the right column section of this profile.
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Remember to specify the name of the chosen tier independently of the quantity donated. It is useful for us and avoid any mistakes.
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In this and other campaigns that we could make in order to fund and release all the parts of the game, we will see who were the backers that have been supported us most in all this process (even more than one time) and they will have these rewards. So they won´t be effective until the end of THE COMPLETE GAME production.
Also, some of this rewards are interactive extras for all the players so, obviously, they will be integrated in the final version of the game not in the early released parts.
For the backer that contributes with the highest
quantity of all:
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· A Golden trading card of the Hell Prince of the Hellebrities collection based on the Backer
· The capacity to use the spell code engraved in the trading card to summon your Hellebrity (as an NPC) in an specific point of the game
· An important character based on herself or himself or any other person that the backer wanted in our next videogame project (simultaneously projects as Therefore, are not included in this reward)
· An exclusive and unique T-shirt of the game, made by our artists.
To the next 12 backer with the next higher quantities:
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·
A
Silver trading card of one of the twelve Hell barons of the Hellebrities Collection based on the
Backer.
·
The
capacity to use the spell code engraved in the trading card to summon your Hellebrity (as an NPC) in an specific
point of the game.
To the next 20 backer with the next higher quantities:
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·
A
red trading card of one of the stars of the Hellebrities
Collection based on the Backer.
IMPORTANT:
When the last part of the game will going to released, we will make a public announcement and the auctioned rewards winners will be settled. Those contributions made after this announcement will have no access to auctioned rewards because we will need time to personalize this rewards according to the backer in order for them to have their contribution prizes in time for the launch of the complete game.
In case of having various persons with the same amount of contributions, the reward will be for those who supported us first (considering the date of the donation).
Rewards aclarations:
Hellebrities Trading cards: The most famous collection in the Underworld, Hellebrities represents the sour and
cream of the Hell, the stars of the infernal mass media and high class
The trading cards are hidden in the game scenarios and
you have to found all of them, to unlock some extras in the main menu.
With some auctioned rewards you can have a Hellebrity based in you, we will contact
you in order to ask for some information and some silly answers to some even
sillier questions in order to create your Hellebrity.
If you win the golden or silver auctioned reward we will also create a multiple
choice dialogue with this information.
Also we will give you some tips of where to find your
trading card in the game.
Note: All the Hellebrities
trading cards are interactive content.
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You can deduce from this budget that all
team members and collaborators of Team Crunch are passionate for indie projects,
in fact, they have been working until this moment just for passion (that means:
unpaid) and after we have the funding, they are going to work receiving a very
low compensation, normally, less than a half (even a third) of the salary standards
related to their professions.
Our campaign is in dollars but we are Europeans
so we work with euros in our daily life. The quantities you can see in this
graphics are a dollar translation of the original quantities in euros.
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From 110.000 USD we will use the money to support other
aspects of the productions, as game events, press appearances, social
management, upgrades...
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Trim Tangle is a nexus of entrepreneurs and creative people who loves
interactive entertainment, games and digital arts. There are several members in
this collective and plenty of ideas and creative proposals arise from its
people.
Actually the core is divided in
two different teams working in two simultaneous videogame projects (Crisis Crunch is one of these games), supporting
each other when is needed. In this web site you can see our profiles. Besides
the teams, there are other nexus members and contacts working in their own
board games or pen and paper role play games or digital and artistic projects.
We consider games a tool to transmit and
express, a tool to connect to others, for us is the perfect channel to send a
message, to generate an experience and, of course, a great way of entertainment.
Videogames nurture from literature, cinema, arts, music and science to create
something unique.
Nevertheless, in this times we are
facing, videogames (and other digital arts) must evolve, not being just a way
of evasion but a way to learn, to understand the human world. Videogames must
not been reclusive but connective.
Adults have been cheated to avoid games,
except those considered appropriate for their ages. With this we made a
terrible mistake, this generation is starting to realize it.
But that doesn’t apply to us, we believe
in games as we believe in any kind of artistic expression, and we see both as
what they are, a way of innovation, vindication and communication, part of the
tangle that weave us together, because we are Trim Tangle.
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This is one of the teams of the Trim Tangle Nexus, the direct responsibles
of the Crisis Crunch project:
Diego Corzón
Game Designer, Interactive Writer, Characters,GUI Design and Animation.
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“World is changing, humanity is changing, games and
videogames must be part of the change” this messianic deviant is our Game
Designer, an idea breeding machine who always convince us to follow him in his
weird experiments. He is one of the promoters of the Trim Tangle Nexus and is the only one in charge of the two videogames projects supported by Trim
Tangle.
Corzón give his back to a finished Laws Degree and
then studied DGAC (Digital Graphic and Artistic Creation) learning about
traditional and new techniques of illustration, design and animation. Not
having enough, his delirium led him to other weird careers as Narrative
Creation, Interactive Writing and Game Designing, his ultimate passion. Heavens
knows how, he has published tales, articles and essays and has earned some
prizes and nominations in poetry comic and writing minor competitions.
Simultaneously to the both videogame projects (Crisis Crunch and Therefore), he is working in a Pen and Paper project, promoting a
social collective and practicing as a mediator.
Corzón loves
games and videogames over all, in fact we think he lives in a perpetual
videogame (¿Isla Piñata, maybe?), he uses literature, philosophy, art, comic, Theater and the entire audiovisual spectrum to shape his interactive and
philosophical nonsense, and sometimes, just sometimes, some of them worked.
David González
Lead programmer, Web Programmer.
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You cannot escape from his eye;
he sees every detail, perceives every change in your mood and localizes any
error. This boy with analytic brain and poetic soul is our lead programmer,
capable of thinking programming solutions while he is ashing his underpants or
taking a beer.
He is hyper responsible and
thorough, he is our inside Trimmer and he doesn't like imperfection.
Besides being a great opera singer and a daily
philosopher, is a talented Computer Engineer well versed in web and mobile app development, and a hardcore gamer very fond of strategy, graphic adventures
and turn-based RPG. Simultaneously to Crisis
Crunch he is working in an engineering team of a Tech Start-up.
If Corzón is the mother of Crisis Crunch he is the father, giving
birth together the game idea, David never lets “his son” suffering of lack of
attention and care, and always used his time quenching the project everlasting
hunger of productivity .
To David everything matter,
all, even the little things of life and details have their importance (we told
you he was a philosopher) that’s why he thinks inattentive behavior dishonored
a great idea and the effort of a passionate team, and he will not allow that!
“Hombre Fotolito"
Graphic Designer and Fx Creator, Character
Designer, Animatics.
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What would happened if you mixed the moods of John
Wayne, the good weave of Shaggy from Scooby-Doo and the artistic perception of
Andy Warhol? Easy you will get “Hombre Fotolito”. He is graphic and artistic
creator, graphic animator, letterer, poster artist and printing expert and he
is known in artistic circles by this name.
He has no fear of proving new thing and is a trustful
partner. If you ask him about help you out in a bizarre project he will look at
you calmly he will take a sip of his Whisky Dry and he will say: When we start?
As his secret identity: Daniel Gutierrez, he has studied DGAC (Digital Graphic and Artistic
Creation), also Graphic Design and Typographic Creation, and has worked as
designer in marketing and communication companies, design studios and printing enterprises.
He loves graphic arts, audiovisuals and videogames.
Paradoxically, his cowboy looks hide a sensible heart
which despairs when see consumerist behavior and he tries to change this from
the inside in his job, you could see a feeble shivering in his eyes when he is
surrounded by “ capitalistic nonsense” (Sales, Black Fridays..). We love him
anyway.
Melvira
Background Designer, Concept Artist.
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The beauty of her drawings has an easy explanation,
her hands only canalizes the beauty of her heart. Melvira believes in what
remains beyond the false glitter coverage of the mass media, in the charm of
the easy and caring things.
Sometime she uses art and eroticism as a way for
people to claim the beauty of all human bodies. As she says: “everyone is
beautiful in its own way”. But sorry folks! Not this time, this time she will
use her art skills to help us create some laughs, a great way as any other to reclaim
the best of us and accept the worst.
She is a great illustrator and concept artist and she studied
Artistic Designing and Illustration and has worked as a concept-artist,
character and GUI designer in recently launched videogame projects as Grumpy Reaper form Drakhar Studios o Kambu Mistery
island. Simultaneously to Crisis
Crunch she is working as a tale illustrator for Blue Tale Company.
Working alongside her is like enter in a Zen garden,
sometimes she felt a little disheartened by the worst part of the world we live
in but the Nexus always returns what it receives (and Melvira is always giving)
so we constantly encourage her to continue inspiring people with her work, full
of freedom of expression and universal acceptance .
Julián Rodríguez & Antonio Peña
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-Julián Rodríguez
OST Composer and Musician.
Julián knows classical
harmonies and experimental ones combined could lead you to something never
achieved before. He has expertise on that.
You could see him
magical appearing in any project where musical innovation is the main theme.
And if this doesn´t satisfy his artistically hunger he will try to innovate and
collaborate with any audiovisual and cultural show.
He made the Original Soundtrack
of a lot of movies as: “The enchanted Forest”,
"DeProfundis", “Guts” and many
others including animation and independent films (in some of them he teamed up
with his actual creative companion Antonio Peña) and even made compositions for live theatre.
He graduated in
Composition and Orchestration, Piano and Musical Language and is president of “Colorsonoro”, a Spanish association for electronic
music development and video art. He also teaches in the conservatory.
Nobody trust more than
Julián in the capacity of music to give, and even to guide, guide us into our feelings,
guide us into a story, guide into to the future; for him composition and
innovation must walk side by side.
With his artistic
associate Antonio
Peñas both form a duo capable of
tearing down any barriers of musical freedom of expression with their head held
high.
-Antonio Peña
OST Composer and Musician
Anything could lead to
music and music could lead us to anything, and that is something Antonio Peñas
realized long time ago. From modern music to the classics, from electro-acoustic
to unplugged, he walk trough all the musical spectrum never making stops.
He is
composer, guitarist, pianist an jazz musician, and has created a Big Band and
played with famous singers as Maite Da Costa,
Julie Guravich, Cristal Méndez Queizán and
others.
He made the OST of both
commercial and independent films as: "Dreams of a Summer Night”, “The
Apostle” “Wrap up” and many others (some of them in company of his associate Julián Rodriguez).
He also composes for experimental music labs and events while teaching in the
conservatory.
He is as versatile as sound
itself and never loses the chance to show how music could flow through the gaps
in the wall of our collective clichés and start to erode it. We believe that is
what he saw in our Project: a chance to contribute in the creation of a good
laugh-sledgehammer to make social status quo
tremor a little without forgetting to have a good time.
Antonio, as well as his
partner Julián, are both “beyond-goers” as we call them, and they have a outlandish,
funny and professional repertory ready to crash any self-arrogance Crisis Crunch could have.
María Benítez
Acosta
Community Manager.
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Librarian during the day, Community Manager by night. Worlds of information and
social networking have no secrets for her. Her vocation is to set up
relations, to discover new pathways, to develop alliances.
Maria studied Library
Science and she worked at the documentation centers of some law
firms and public libraries. Discovering, afterwards, an
unambiguous relation between her past and her future, she decided to study for Community
Manager. Ever since, she didn't stop exploring and (why deny it?) playing with
2.0 web possibilities.
Currently she collaborates with a librarian web
portal, coordinating sections and writing some posts about social media,
books and libraries. She is also making her first steps in illustration, more
specifically in the dark world of librarian fanzines.
Always restless, her hobbies are related with art,
design and creation, going from digital to traditional (such as crochet or
decorated cookies). Undoubtedly, this was the key to create such affinity with
the rest of the Nexus (especially for the cookies).
Her motto is that everything must be perfectly
written, connected, organized and classified, professional bias in its entire splendor.
She will be in charge of dealing with hungry trolls in the virtual
world and helping any curious people that approaches to our project.
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Things must change, we all know that. Sometimes addressing problems with a caustic smile is a powerful tool. We think videogames must
transmit, must be involved in human issues and that includes the social taboos:
politics, religion and mass media. Games are not just entertainment they can
serve for multiples human purposes as, for example, a vindicating tool.
In all our games we want to send a message to society,
to people, because, without that, you can have a game, yeah maybe, but you
don´t have a game experience. And experiences are what shape us.
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1. At the same time we are working in this project we
are trying to survive XD, we have to earn money somehow so most of us have to
spend hours in mid-time jobs and private design requests, funding would help us
to dedicate to our project the time it deserves. Nobody wants a member of team
leaving because he cannot afford to spend his time in the project. That would
be sad because we all know this is what we really want to do, so it wouldn't be
easy for this person to leave.
2. We have to accept it, production peaks happens, but
we are a very stubborn team, in fact all Trim
Tangle Nexus is made of stubborn people (sorry pals, it´s true), we don’t
give up so easily. Production issues have appeared and will appear but we
handled them before and will handle them in the future. Of course, there are
always be less delays if people could focus all their attention to the project
and invest most of their time in its conclusion, again, funding will help us a
lot with this fact.
3. Our greatest nightmare is not to be in touch with
you people! Videogame production could be a very “absorbent” job. But we cannot
allow ourselves to be out of your reach, we have an excellent community manager
and other outer allies who will help us to be constantly updating and sending
you news about the project.
We begged them
to create a system which forces each one of us, in despite of the production
work, to make a window to personally update some inside info and personally
answer some of your comments from time to time. You are our Backers! (Did I
already say that?)
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If you cannot donate, don’t worry friends! You can spread
the word! Be our Tangler!, Be the one that connects us to the backers and
players. Trough Indiegogo you can share our profile in Facebook, Twitter or Youtube, or you can send our web address to friends and family, our Facebook is
hungry for new friends as well as the rest of our social media.
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• What platforms will this game be
available on?
Linux, Mac and Pc. With enough funds: tablets for sure and maybe some consoles.
• Crisis Crunch would be purchased
through Steam?
We hope so, we are preparing ourselves for Steam Greenlight.
• Will it be sold in chapters?
If funded it will be sold in three parts:
First part (the main goal of the actual campaign): Playable Prologue and Chapter 1.
Second part: Chapter 2 and Chapter 3.
Third Part: Chapter 4 and Chapter 5.
• Will this game be available to
Streamers and Youtubers?
Yes and Yes
• Would be Crisis Crunch DRM free?
Yes sir!
• Will be a physical box for the game
once in the market?
Due to the format of the game
that could be a future possibility, but in this moment we are focused in
digital distribution.
• Windows/Mac/Linux versions must be
purchased separately?
Nope.
• What languages will Crisis Crunch be
available in?
Spanish and English, but we
can translate it to other languages if the requirements of our Funding
Barometer are met.