Indivisible: Valkyrie Profile/Metroid, Indiegogo, PC/Mac/Linux/PS4/XB1 -- funded!

I think we all just sort of assumed those npc concepts meant the characters we saw in the trailer and reveals were playable. Or the more likely situation is that the guest characters were unplanned from the start and they quietly decided they had to cut some incarnations from playable status to fit within their budget. But hopefully we'll know more about this from Lab Zero sooner or later.
 
What $ did the campaign end at? How much has come in since then?

I believe it ended with around $1,865,000, so it would have gotten almost 10k since 12 hours ago

Edit: Screencap from
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If the anime intro gets funded, are there any plans for an anime ending cinematic as well in future, or is that out of budget/scope?

We talked about the possibility of funding more animation for the ending, important story beats, etc.

It was basically impossible to make that work scheduling-wise, because it was variable, and it was too much to try and fund all of that in one goal.


Ravi, you mentioned graphical filters in the beginning of the campaign (like Okami ink or Valkyria Chronicles stencil) depending on the money you guys got.

Is there any plans on this now that the game reached the goal it did?

Think maybe you misunderstood something?

A lot of people were asking about "cel shading," etc. to make the interior BG look better, and I said that we didn't really plan on getting into that. But we do have other graphical effects we'd like to look into, like various post-processing effects, depth of field, god rays, etc.


So what's the status on this IP license being under your control, I never got too much into it and the wording on that from the start of the campaign is gone now.

Hmm, I can probably get into this.

505 owns the IP now, because in the end they will still be committing more money than we are. We have right of first refusal on sequels, etc. and it will revert to us if they don't do anything with it for a period of time.

This is pretty standard, and for a studio like us, I'm still of the mind that we don't need to own the IP. At least in our fledgling state.

I think we're the kind of studio that makes IPs that no other studio can really follow, and that if Indivisible is a success and 505 wants to do a sequel, not all that many Indivisible fans would be all that interested in it if Lab Zero wasn't the developer. Especially after they funded this game.

However, in the campaign I note that the deal gets better for us the more we raise. There are a few funding milestones that increase our revenue share, and then there's one where the IP reverts to us. We didn't really expect to ever reach that funding milestone, and it was more of a "just in case this blows up" clause.

But I think we might be able to get to one of the revshare ones before we ship.
 
See the anime intro is nice, but now I'm kind of joining the party of VO over it. We'd already have that funded. I'm not complaining though I'll take either. I'm just curious what the current VO level is
 
See the anime intro is nice, but now I'm kind of joining the party of VO over it. We'd already have that funded. I'm not complaining though I'll take either. I'm just curious what the current VO level is

I'd say the current VO level is probably roughly equivalent to Valkyrie Profile: battle lines, and critical story moments.
 
In comparison, Battletech (which ended up with 2.85 million dollars in funding), received 100k in Backerkit funding since the campaign ended a month ago
 
Between your project and Pyschonauts 2 I'm going to need the title of my Top 10 Funded Kickstarter Games article to be changed for the 2015 edition. Anyway congrats on your funding, I'll be sure to mention that people can still back via InDemand in the article.
 
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Source

In comparison, Battletech (which ended up with 2.85 million dollars in funding), received 100k in Backerkit funding since the campaign ended a month ago

That's quite a bit and more than I would expect. Though that KS is probably higher profile than this one.

Between your project and Pyschonauts 2 I'm going to need the title of my Top 10 Funded Kickstarter Games article to be changed for the 2015 edition. Anyway congrats on your funding, I'll be sure to mention that people can still back via InDemand in the article.

Who do you write for? Also what are the Top 10 crowdfunded games for this year? I mean the list has to include Battletech, Bloodstained, Shenmue 3 and Yooka-Laylee but what else?
 
Who do you write for? Also what are the Top 10 crowdfunded games for this year? I mean the list has to include Battletech, Bloodstained, Shenmue 3 and Yooka-Laylee but what else?

I write for a certain site that is banned to mention by name on Gaf. The top 10 would be the following assuming Psychonauts hits just it's 3.3M goal. No funding after the campaign ends or outside of the site it's on (so no Paypal for Kickstarter games) included.

10.Muv-Luv
9. The Bard's Tale IV
8. Crowfall
7. Indivisble
6. Divinity 2
5. Battletech
4. Yooka-Laylee
3. Psychonauts 2
2. Bloodstained
1. Shenmue 3

Luckily for me, half the list is the same as my half way through 2015 article. So less new content for me to write.
 
Seeing all these great fan art pieces gives me an itch to go back to drawing again.

By the way, the lower tiers came with steam codes to various games - are these handed out in 2018 as well?
 
Personally, I'd probably have Umbra, We Happy Few, Shadowrun: Hong Kong, Slain, and Everspace on a best 2015 KS list

If I was doing my favorite top 10 Kickstarter games of 2015 only Indivisible, Psychonauts 2 and Yooka-Laylee would make that list. It was quite a good year for smaller (or rather below $1M funded games) titles. Starr Mazer, Home Free, Strength of the Sword and the ones you mentioned would probably make up most of that list.
 
I write for a certain site that is banned to mention by name on Gaf. The top 10 would be the following assuming Psychonauts hits just it's 3.3M goal. No funding after the campaign ends or outside of the site it's on (so no Paypal for Kickstarter games) included.

10.Muv-Luv
9. The Bard's Tale IV
8. Crowfall
7. Indivisble
6. Divinity 2
5. Battletech
4. Yooka-Laylee
3. Psychonauts 2
2. Bloodstained
1. Shenmue 3

Luckily for me, half the list is the same as my half way through 2015 article. So less new content for me to write.

*looks at list*

DAMN. 2015 has been the best year for crowdfunding video games ever hasn't it? I definitely expect a lot of "Crowdfunding in 2015" articles on a lot of videogame websites. I hope I come across yours (a shame you can't mention it on here I guess).
 
Oh, and btw you probably should change the article to Best Crowdfunded Games since one of those is Indiegogo and another is FIG. Actually I'm going to be changing the Kickstarter Thread to Crowdfunded Thread for 2016
 
Oh, and btw you probably should change the article to Best Crowdfunded Games since one of those is Indiegogo and another is FIG. Actually I'm going to be changing the Kickstarter Thread to Crowdfunded Thread for 2016

Most likely that's what I will be doing, though I won't be changing my monthly Kickstarter Picks article name. To lazy, and I have been using the same title for these articles for over two years now.
 
We talked about the possibility of funding more animation for the ending, important story beats, etc.

It was basically impossible to make that work scheduling-wise, because it was variable, and it was too much to try and fund all of that in one goal.

Totally understandable. It's a really bad idea to lock certain things in, especially story-wise for a RPG, before even getting into making it. With a general opening animation, it can be done TV style where it's just highlights and introductions of characters set to music.
 
Even this thread has stopped...

I wonder what they'll do to reach the remaining stretch goals. The slacker backer campaign won't fund them on its own.
 
Even this thread has stopped...

I wonder what they'll do to reach the remaining stretch goals. The slacker backer campaign won't fund them on its own.

Hey, everyone's earned a break!

We're talking to 505 about what can be done to push the InDemand portion some more, and hopefully we can get IGG to do the same.

And whenever I can announce the studio, hopefully it'll also give us a little more of a push to hit that goal.
 
Ravidrath: Will Kampan's mechanical arm transform into other things in order to launch attacks? The reason why I asked is because it reminded me of the weapon that Ennarsia Dysler (from Mana Khemia 2: Fall of Alchemy) uses in battle.
 
However, in the campaign I note that the deal gets better for us the more we raise. There are a few funding milestones that increase our revenue share, and then there's one where the IP reverts to us. We didn't really expect to ever reach that funding milestone, and it was more of a "just in case this blows up" clause.

But I think we might be able to get to one of the revshare ones before we ship.

So is the 505 funding amount not fixed? I mean, the more you earn on the indiegogo campaign the less you need 505's money (and gets a less restricted contract)?
 
So is the 505 funding amount not fixed? I mean, the more you earn on the indiegogo campaign the less you need 505's money (and gets a less restricted contract)?

They get a less restricted contract but 505 still gets some of their perks (physical distribution?). After all, they were the first backer, so to say.
 
They get a less restricted contract but 505 still gets some of their perks (physical distribution?). After all, they were the first backer, so to say.

They were like, the 30,000th backer. Only gave money once the rest was in :P

(Yes, I know prototype was funded by them, and the IGG itself, blah blah, let me have my joke)
 
I wanted to make a long post but I'm bad at that and will probably never get around to it. I just wanted to say that I think this was only successful because of all the hard work put in and the people involved should be really proud of themselves.

I honestly don't think it would've been easier or made more money done a different way, every dollar was earned with hard work throughout the campaign and that would've been true no matter what. Transparency, detail and the high quality prototype were all big factors in raising what is really a huge amount of money in a short time. It was a hard campaign because it was a big ask but they succeeded by working hard at it.

I don't think being on kickstarter would've made it any less work, or being less transparent would've made it easier. There's no reason to assume 30 days is the correct amount of time for a fundraiser, it's totally pulled out of thin air. My point is that there is no easy answer to raising funds for a project like this. I think though if teams are honest and hard working there can be success though.
 
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