I am sleeping in my Sebring convertible for 5 months now, which isn't too bad but it's getting a bit cold out. I want some money to upgrade to a van (and rig it with solar panels, etc), and to get a high resolution laptop to code on (my ThinkPad GPU died so I am using a crappy 2006 Macbook which is not ideal!)
I really believe in my puzzle game (better than Tetris!) and tried to do a modest and reasonable Kickstarter, especially considering the game is already there. Ouya will double the amount if the campaign is successful, and I think it's a good platform for my game.
Anyway, it's in the last hours of the campaign and I am going to keep trying to push it until the last second, I'm not giving up! All it will take is finding one person, or getting posted on a big blog or something for a couple of hours, since the target is so low.
I was hoping this was "Bob's Game", the RPG, that maybe you'd started a kickstarter to finally finish the thing and publish it for PC instead of DS, but no, you bring us this.
It's my suspicion that if you were a bit ballsier and capitalized on the already substantial publicity from "Bob's Game" you'd make more money faster than with this apparently halfhearted attempt. Why would someone pay for what appears at a moment's glance to be yet another Tetris clone?
The life of an indie dev is hard and pointed towards failure or development hell by default, I wish you luck, but I think you're making mistakes with regards to your use of time and existing publicity.
Maybe you wanted to do a smaller project to make quick money to fix the bigger project, but this isn't really appealing, its just Tetris, even if that's not true, its what everyone thinks.
I thought I might comment rather than leaving you to wonder why you're getting pageviews and not donations.
It's not really "yet another Tetris clone," it is a puzzle game builder where the user can define custom puzzle modes, including any variation of existing puzzle games.
I can see why people would get that impression though. I unfortunately don't know a better way to get people to realize what it really is.
There is a video of some raw gameplay on the Kickstarter page. That's about the best I can do with the resources I have at the moment, otherwise I would just work on the game and sell it on the OUYA without bothering with the Kickstarter.
I don't really understand why you are kickstarting the puzzle game when there was way more interest in your RPG (even if most of it was a publicity stunt)? Is the idea that the puzzle game will help fund a larger project?
The game looks interesting in the footage you put on the Kickstarter page (would've been good to edit it down some, though, maybe make an effort to highlight the gameplay variety), but the actual description doesn't give much in the way of real specifics, and the screenshots are kind of undermined by the fact that the framing stage backdrop is there in every one.
Ultimately I wish you had made the effort to get this out there earlier. (Maybe you did and I never saw it?) Given that it's the last hours and you're so far from your goal, that will probably discourage a lot of people from backing who might have otherwise.
The puzzle game will help fund the rest of the RPG, yes. I am not too comfortable funding that using Kickstarter because it sets some hard limits that I might not be able to meet.
The RPG was definitely not a publicity stunt, I genuinely did work on it full time for five years (now 10). The publicity stunt I did sort of backfired in that the internet sort of forgot the legitimate work and focused entirely on the stunt, which damaged the credibility of the project.
Thanks, I didn't really have good enough equipment to edit on so that's a major factor. I actually had to borrow a machine to get that gameplay footage, as my Macbook can't really run and record it at a decent FPS.
I have been trying to make efforts to get it out there, but I just haven't gotten any traction.
Since you're here, I have to ask: whatever happened to the nD? If it failed, why did you just abandon the forums instead of letting people know? I mean, your credibility was already hurt because of Bob's Game's publicity stunt fiasco, why didn't you give any assurances to the community there? More importantly, after 2 projects which just vanished without any explanation from the author (you), how do you expect anyone to believe you'll deliver this product?
The nD is now the virtual console inside the "bob's game" RPG that you play the minigames on. It still exists, and I am developing a small SDK for others to create games for it.
I was genuinely talking to the Dingoo (Chinese handheld) manufacturers about making a custom handheld and had them agree to a very good price point, but I failed to get any traction trying to get investment since I had no idea what I was doing, and I was too early for Kickstarter at the time (I am glad, it would have been way too much responsibility!).
Since then Android devices have improved so much so quickly I don't think it makes sense anymore to bother developing a Linux based handheld. I would rather see something like an OUYA handheld for $50, as developing for Android is a very pleasant process and there is already a great library.
This puzzle game was playable on bobsgame.com as a Java applet for 6 month in the context of playing it in the stadium by using the nD handheld.
I think they might sell a bunch of them this Christmas, since they got in retail stores and pretty much everything sells out. I'm excited by the idea that I can get my game on there for the kids who get one and want something fun to play.
Either way, I like what they stand for and it really is a good little platform for indie development!
Ouya is a commercial flop, sorry. Even if you like the platform, there is no money to be made there and it seems you very much want to make some.
Also your kickstarter is horrible. Most people will decide within seconds whether to take a closer look at a project or not. And the first impression here is "glorified Tetris". That is all most people will see and thus move on.
I think it's too early to determine that. Either way, I'm not asking for very much, and I don't really need that much to live.
I am the type of person that needs to sell a "white box of quality" rather than a "flashy box of mediocrity," even if this causes me difficulty in marketing.
You need to accept that your definition of quality may be different from that of your customers. Consider: do you write games in order that they be enjoyed by people? Then why are you marketing it in a way that will ensure that far fewer people even give it a second glance?
Because I won't compromise on my vision or my integrity, because as soon as I do I may begin to compromise in other areas, perhaps tailoring the gameplay to the widest market instead of making something magical that I believe in.
Even it isn't the best way to market it, it is the right choice for me.
So, this is a Kickstarter for Bob's game, based upon Bob's game, which was itself based upon "Bob's game"... I've never heard of any of these games, and based upon this shitty Kickstarter, I really don't care.
Has the author considered thinking of a new name for his game?
I've done a couple successful Kickstarters for my comics. Here is some critique about your campaign, which might help explain why you're at 6% of your goal with half the time left.
I have never heard of "bob's game". So all this stuff about it being the game from inside the "legendary" "bob's game" just befuddles me. Big Kickstarter tip: assume that most of the people coming to your page will have never heard of you, or a single thing you've done, and make your pitch accordingly.
The video doesn't make this look too much fun; is it actually presented in this tournament view with a dude wandering around trash-talking you, and really annoying crowd audio loops over it? And occasional random green lights drifting around the picture of a monitor on the screen? Because the game looks kind of pretty in an abstract way, but that endless loop of a screeching crowd and three seconds of music makes me want to throw something through my speakers after a few minutes. It could be kinda fun to trance out to this thing if I was just looking at the actual game screen and hearing its noises, but given that all the screenshots match this video I'm going to assume it's got this super obnoxious frame around it all the time.
And what's going on in the video? I dunno. Where's some text telling me about the cool features of this game? I'm watching some blobs get dropped in a well, and there seem to be no consistent rules, or cues that the rules are changing. The shapes change, the effects change, and there's no rhyme or reason. Playing a game whose rules are constantly changing under me with no warning really doesn't sound like fun. The text suggests that this is actually one of the unique selling points of this game - convince me in your pitch that this is actually a cool thing instead of something that will constantly frustrate me.
Who are you? Why do you want to make this game? How passionate about making it are you? This is a crucial component of a good KS video: seeing the face(s) behind the idea, hearing the enthusiasm in their voice at the idea of getting to actually make this thing. Learning something about their credentials - what have you delivered before, why should I be convinced you've got what it takes to actually give me something?
Tiers: $4 for the game. $25 for beta/forum access. These tiers aren't doing much for you. Assume that nobody will ever pledge anything more than the base "gimme the thing" level, how many backers will you need? 1667 backers. That is insane. If the price for actually getting the game was $25, you'd have a much more feasible number of 265 backers.
Really, this feels like the only market for this is total ultra obsessive Tetris fans. I play drop-stuff-in-a-well games every now and then, but I'm honestly not moved by this pitch to even try playing a demo of it (which doesn't seem to exist anywhere?), much less spend any money on it.
Good luck, but I don't think you're going to come anywhere near success with this campaign. Scrap it and start again, after remaking your pitch and workshopping the hell out of it.
There are only 14 hours left, not half the time, so this is the last chance for it to succeed. I doubt I will make another Kickstarter.
I don't have the equipment or resources to really edit a better video. I think it's important to just let the product speak for itself. I really believe in the game and that it is the first puzzle game that is genuinely better than Tetris, which is perhaps the most difficult game development feat.
The tournament setting will not be there in the OUYA version, it is the final scene from the "bob's game" RPG. I haven't had the chance to make a build outside of that context yet.
I want to keep the game very inexpensive so that many OUYA owners will buy it and make it more fun for everyone by having a larger tournament pool, and I can't really offer any greater value than the game itself. I don't feel right selling a poster or a t-shirt for more than the game, since the game itself took so much more effort.
I appreciate your critique and I understand where you are coming from and why your suggestions are successful, but I don't have the resources to do what you're suggesting, which is why I'm doing the Kickstarter in the first place- which is really in the original spirit of Kickstarter itself.
I shot the video for my pitches with the camera in my Mac, and edited it with a demo copy of Final Cut. I probably could have done it with iMovie, to be honest, except I got sick of trying to do some complex camera moves on still images in iMovie.
Also if the tournament setting won't be there in the actual product then why on earth is it in the video and images? IMHO it's actively driving people away from your game. Present what you're intending to actually deliver.
Oh, and the easy higher tier to draw larger donors in: Your Name In The Credits. Name A Game Mode. Name A Level. Etc, etc.
I could probably edit video with a non-trivial degree of frustration, but I am honestly sort of philosophically opposed to making a "proper" Kickstarter campaign and I want to keep it as simple as I can even though it is not the best approach.
I haven't really been able to make a build outside the context of the RPG yet.
Originally I had a "name in the credits" tier but decided to remove it, because I didn't know how to handle it for future versions of the game. Everyone is supposed to be able to make their own level/mode, so that's out.
Because I am sleeping in my car and have no resources to get new equipment, and I would honestly like to make an OUYA version because it is a good platform and I appreciate their stance on development. I don't like the "infomercial" feel that most successful Kickstarters seem to have but I do like the original spirit of Kickstarter which I feel was more intended for situations like mine.
I'm sorry to hear that you're sleeping in your car, but whether or not you want to develop for the OUYA (and you shouldn't, because it's a flop and a piece of crap), it seems that you've put no thought whatsoever into your Kickstarter campaign.
From your other comments, though, it's obvious that you don't intend to listen to any criticism. So, believe whatever you want. Perhaps you can make another game based upon bob's game (which is based upon bob's game which is based upon "bob's game"). Maybe call this one 'bob's game'? Or how about A Game of Bobs?
It's not too bad sleeping in a car, it's just getting a bit cold and I would like to upgrade to a van and get a nice laptop to work on. It's a choice and a matter of integrity, if I could pick any way to live it would be this.
I want to develop for OUYA because I like their stance on development and it is a nice home console I can put my game on with real controls. Whether they are a "flop" or not has nothing to do with that, and I think it is too early to make that call regardless.
I didn't even bother looking at the video until I read the third paragraph. Holy crap...I closed the tab within five seconds. I could produce a better video than that, and I don't know a damn thing about creating and editing videos.
Best of luck to you with this! The idea sounds interesting and the visuals have a cool sort of Jeff Minter vibe to them. You might want to change the name, though. I was confused at first, and I have the advantage of knowing about Bob's Game. Many people don't even have that context.
Thank you! It is confusing but by now it's a bit late to change the name, hopefully people will eventually get the context. It gives it a cool back story too.
Suggestions that you still probably have time to implement if you want to run a smaller/different campaign for Christmas (some are concise reiterations of what people have already said):
* Kickstarter is all about the creator.
While a high production value video certainly has huge impact, it's definitely doable on low budget/equipment, especially at the reasonably small scale you're going for. Just show your darned face, and talk to the camera. Or at the very least get someone who gets your game to voice-over the video. Talk after the initial "hook clip" of the game, and then talk again at the very end asking for backer support. You have the huge advantage of being a developer with a game that's popular and well-liked. Sell yourself, the creator of that!
* The biggest reason it makes sense to show your face is because your passion is expected to shine through. All I see now is some dude whipping up a really low budget side project game, doesn't know how to pitch it, and seems too lazy to take the time to learn, and seems really just out for some free cashmonies from OUYA's FreeTheGames fund by raising a small amount of money for his side project. It feels like you don't want to show your face because you are aware how shoddy this pitch is, and don't want to actually be associated with it ever. You just want the money as easily as possible and disappear for now. I understand basically none of these things are true, and that you actually really need the money, and really care about the project and the campaign.
* You say you have a gameplay video. Please put it immediately after the explanation of the gameplay uniqueness, instead of screenshots that look like Tetris with garbled text beside it. Preferably voice over it too.
* Yes, the music/crowd cheer white noise is damn annoying. Just reduce the volume of the crowd cheer if finding a better background track is impossible. Gameplay is fine eyecandy otherwise.
* Please change the copy. This should really take like an hour of your time, and 10 minutes each from 3-4 of your friends to proofread it. Avoid superlatives (greatest game ever made) and overuse of exclamations, and somehow make your Kickstarter title start with an upper case character. Nothing looks like a teenager IM'd it to me like a lower case starting character for a page title. I know it's the official name of the game, but try rephrase the title so it can start in caps.
* I didn't even want to watch the video. I usually start playing the video to listen to the dialogue, and then skim the page contents as I do that. You assume prior knowledge from the get-go. I've lost interest. I don't even want to share this again out of sympathy for you, because it squanders my social capital sharing stuff I can't even respond to. Which makes me feel terrible, because I really want to see low-budget indies still being able to succeed (as I foresee myself being in your position, but probably with less momentum).
* Your reward tiers are pretty boring, and also super-low value. You need to offer something more interesting than forum access. There's a lack of perceived value here too. Sell the game higher, and make reward tiers with easy (and standard KS fare) things like personalized thank you notes, credits on the website, shoutout in the game credits, etc. People love that stuff, and it's pretty much no extra work for you (notes/tshirts have fulfillment companies that just take a cut of your already-profits).
My background: Coming in as a fresh indie dev, who worked heavily on the successful kickstarter for my fulltime startup as well. I am an avid gamer since I was 6. I primarily play PC games, and have mediocre familiarity with console games. I have not heard of "bob's game," but I was curious enough to look it up.
That's a lot of credibility you have to ride on, don't squander it on a really shoddy pitch.