Sorry Apexicon didn't make it. There's still other options for funding!
Yeah, I felt bad about this. It's a difficult concept to really sell. You going to give it another shot? Sometimes this works. I've seen some people fall short of the goal, come back later with a new strategy, and succeed.
Good luck on indiegogo, having a demo from the get-go should help
I think there was specifically a thread on this, and maybe some statistics, about how releasing a demo on average means lower sales.
I thought I remembered reading that crowdfunding campaigns with demos have a higher success rate. Which makes sense in my mind, since a demo shows that you have made substantial progress, it goes from a proof of concept to something more substantial.
I like seeing that there is a demo for this reason, but it can also backfire. I was on the fence about backing Legend of Iya, and leaning towards making a pledge, but the demo killed all interest in the title for me.
Dry up and keep going!Yeah I underestimated the niche genre of my game and who it appeals to. Still going forward with it, as it could have devastatingly awesome appeal on both PC and mobiles.
Which basically defeats the point of the whole thing, if you ask me. Having a... I thought I remembered reading that crowdfunding campaigns with demos have a higher success rate. Which makes sense in my mind, since a demo shows that you have made substantial progress, it goes from a proof of concept to something more substantial. ...
If anything, I would do it similar. Am not convinced of a demo either. But a... I think, for a KS, make an appealing prototype and then show it in the best possible light, via video -- Do a trailer, do walkthroughs, and control how it's viewed. The work will speak for itself ...
I don't *necessarily* recommend this. It depends on the game. I think often times, part of a successful KS is presenting the game in a very controlled way, as to spark imaginations.
Legend of Iya is a game I backed and I admire the creator very much. The demo he released during the campaign, I feel, didn't do him any favors. I don't have stats to back this up, but for me -- The video showed the game in a controlled way and made us imagine playing the game. Then the demo came out, was very rough, and it just deflated the thing. Took away the mystique. It was very unpolished.
It's a little thing, but I think your trailer took way too long to get going and then didn't show combat in enough detail. I knew what your game was going into it, but someone who didn't might not want to wait around.Yeah I underestimated the niche genre of my game and who it appeals to. Still going forward with it, as it could have devastatingly awesome appeal on both PC and mobiles.
Talking about demos, I spent a few hours tweaking levels and published a new one for my on-and-off project, Quark Storm. I mostly did it out of a sense of duty, since I had something I felt was showable for a while, and I just had to make a few tweaks to the GUI, the player controls for the smarthphone version and some changes to the levels I had already finished.
It's true that people might be put off by a bad demo, but given how nobody knows me, I thought I should take the risk for the chance of spreading the word about me and my games (not having published any games in any platform whatsoever up to now probably doesn't help). I don't know a thing about making a trailer or some other thing that could generate hype, and realizing the people I showed the game to were interested in the premise made me feel like it was the right move, since at least I can do some decent demos rather than some shitty music-less trailer or an awful web page people would probably run away from really fast.
So, here it is:
http://www.julianimp.com.ar/demos/quarkstorm-windows.rar
http://www.julianimp.com.ar/demos/quarkstorm-mac.rar
http://www.julianimp.com.ar/demos/quarkstorm-linux.rar
http://www.julianimp.com.ar/demos/quarkstorm.apk
There is a possible showstopper bug on level 2-2, which is some recurring issue with checkpoints sometimes not registering, meaning the player can get stuck in its death state forever rather than respawning where it should. For now it can only be circunvented by pressing Escape or the "Back" key in Android to bring up the pause menu, selecting "Restart level", and then hoping the checkpoint system doesn't decide to not work once again.
With that out of the way, I'm back to trying to make my joint collaboration work the way it is supposed to, and see if I can make some progress on some other stuff.
By the way, I've recently discovered the Mecanim animation state machine, and let me tell you, it's amazing for not having to handle animation changes and all that in code. Just set some variables whenever the input changes, and the animator takes care of swapping from one animation to the other, based on whichever transition rules you've put in place.
Well said and all true. For ready made games a demo may perhaps be wellA bad/meh demo is a bad thing, avoid at all costs- but I think a GOOD demo can really increase potential audience.
There's a lot of people who don't like/don't care/are burnt out by kickstarter and a demo is a nice way to trojan horse them in
and just generally increase the visibility of the game.
They work quite well for action games, I remember DMC4 and Just Cause 2 being two demos that really worked well on me.
Well said and all true. For ready made games a demo may perhaps be well
received if done right. But speaking of a demo for a kickstarter, i.e. a demo
demonstrating the idea resp. the state of development/progress will in all
likelihood not be a 'good' one. Why? Because it's a demo. Making a good demo
somehow defeats the point of the demo esp. while the demo shows an unfinished
or to be made game. To argue with such a demo in pushing the campaign is like
walking on very thin ice. You have to run very fast for the ice not braking,
mind you!
Legend of Iya is a game I backed and I admire the creator very much. The demo he released during the campaign, I feel, didn't do him any favors. I don't have stats to back this up, but for me -- The video showed the game in a controlled way and made us imagine playing the game. Then the demo came out, was very rough, and it just deflated the thing. Took away the mystique. It was very unpolished.
Well said and all true. For ready made games a demo may perhaps be well
received if done right. But speaking of a demo for a kickstarter, i.e. a demo
demonstrating the idea resp. the state of development/progress will in all
likelihood not be a 'good' one. Why? Because it's a demo. Making a good demo
somehow defeats the point of the demo esp. while the demo shows an unfinished
or to be made game. To argue with such a demo in pushing the campaign is like
walking on very thin ice. You have to run very fast for the ice not braking,
mind you!
Hey, I'm currently helping a friend and his company Team Jolly Roger with their first greenlight campaign for their turn based strategy game Interplantery and would love to forward any helpful tips on the Greenlight procedure and hopefully some data and statistics on those games that got through (vote percentage, time etc.).
Link to the Greenlight, I'm sure the guys would appreciate any votes and feedback on the game. They're also running an alpha test so if you want to try to the game they've got more info on twitter and their greenlight page.
I'm hoping they get enough coverage and publicity to get the game through since it's really an interesting concept (the gameplay itself is slightly defcon-esque with some additional features) and being featured on RPS itself was really a great thing.
Also, how many here are participating in the Ludum Dare next week? I've put a rather large 6 or 7 man team for the Jam and we'll probably be working with Unity and do something in 3D.
sounds good. got any screenshots or video of the gameplay?
Feel free to play the demo online at http://or.paleozoic.com/. Any questions, comments, feedback, etc. is greatly appreciated - just type it up in the little box below the game and press send!
There are still some bugs and it's far from perfect, but we're trying to get a feel of what people think before we invest more time and money into expanding the project.
Couple of weeks ago I posted about a project I was working on but things went a bit nuts, to much feature creep. Lost all interest in working on it and decided to start with something fresh.
It's a 2 to 4 player deathmatch game most similar/comparable to Bomberman. Held a couple of playtests and the response so far has been great. Easy to pick up, hectic and noticed that players started to develop new tactics and skills after awhile. Gameplay is simple and want to keep it that way, you can shoot and stun someone, drop a bomb and pickup powerups.
I uploaded a small clip yesterday that showcases new graphics/level and sounds, sound design is totally not my thing but I manage doing it alone so far. Want someone else to jump in later and help me with that
Video:
http://www.youtube.com/watch?v=0cEsCuZ4Ij8
Old gameplay clip:
http://www.youtube.com/watch?v=3MXUJU04ioc
Let me know if this gif is ok, it's 3 mb so Not sure what is ok in that department
Any questions, comments, feedback, etc. is greatly appreciated - just type it up in the little box below the game and press send!
There are still some bugs and it's far from perfect, but we're trying to get a feel of what people think before we invest more time and money into expanding the project.
Feel free to play the demo online at http://or.paleozoic.com/. Any questions, comments, feedback, etc. is greatly appreciated - just type it up in the little box below the game and press send!
There are still some bugs and it's far from perfect, but we're trying to get a feel of what people think before we invest more time and money into expanding the project.
Hey guys - we just released our first game demo of our working title "Olympia Rising". It's an arcade-adventure game starring a young woman trying to climb out of the Underworld. We built the game using ImpactJS.
Feel free to play the demo online at http://or.paleozoic.com/. Any questions, comments, feedback, etc. is greatly appreciated - just type it up in the little box below the game and press send!
There are still some bugs and it's far from perfect, but we're trying to get a feel of what people think before we invest more time and money into expanding the project.
Quality stuff so far. Got stuck in the first room though. Kept messing up as the platform was rising.
Also I'm not sure if it was a bug, but when you die and go back to the previous room, you can only exit out of the left. I went right the first time but afterwards the gate wouldn't come up on that side.
This looks like my sort of game. Loving the art style in the more recent clip.
The falling coins was something we were discussing when developing it. We kinda liked the idea of them falling onto lower platforms (and even the elevator) and the player having to jump down and quickly grab them, but maybe having them float where they are earned is a better idea.
Hey guys - we just released our first game demo of our working title "Olympia Rising". It's an arcade-adventure game starring a young woman trying to climb out of the Underworld. We built the game using ImpactJS.
Anyway, we are launching our own little baby tonight at midnight GMT. The official NeoGAF OT is already up and the builds for reviews have been sent.
I want to thank everyone for such immediate feedback. It's incredibly helpful and we plan on applying a large chunk of these suggested changes to our game.
Really excited for this. So much character in the art style.
Hey guys - we just released our first game demo of our working title "Olympia Rising". It's an arcade-adventure game starring a young woman trying to climb out of the Underworld. We built the game using ImpactJS.
Hey guys - we just released our first game demo of our working title "Olympia Rising". It's an arcade-adventure game starring a young woman trying to climb out of the Underworld. We built the game using ImpactJS.
Feel free to play the demo online at http://or.paleozoic.com/. Any questions, comments, feedback, etc. is greatly appreciated - just type it up in the little box below the game and press send!
There are still some bugs and it's far from perfect, but we're trying to get a feel of what people think before we invest more time and money into expanding the project.