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Click Boom Win - kickstarting my first game (Forums : Development Banter : Click Boom Win - kickstarting my first game) Locked
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Aug 28 2013, 3:49am Anchor

I've just launched the kickstarter for my company's first game - Click Boom Win. It's a bullet hell game focusing on the frantic action bullet hell fans are used to with the benefit of updated technology and a custom engine. It also offers co-op multiplayer and, provided we meet our stretch goal, customization options. Here is the link:

Kickstarter.com

This is our first game, but we hope it to be the first of many. Our goal is to motivate the gaming industry to provide more content for the price of the game, and we have to start somewhere. If you have any questions at all, please don't hesitate to ask.

Aug 28 2013, 6:48am Anchor

I have to make some suggestions for the page based on a couple blogs I have read based on kickstarter experience.

I think you should definitely re-do your video, I always have more confidence in a project when the dev talks about the game and the games plans. Off the top of my head I dont think I have ever seen a project funded with just a gameplay video.

You also should consider having special ship skins for backers. I read a dev blog a while back that talked about how people tend to choose options for receiving ingame items over physical ones. Plus it is alot less hassle for that option.

Finally you should show what the money will be spent on, licensing, living expenses, art and what not.

These things tend to give me more confidence in a project and make me more likely to back it.

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Someone wrote:Her?
Aug 28 2013, 8:12am Anchor

I'll second everything figalot said plus I'll be more frank with you.

Your idea and gameplay is one of the most cloned classics and calling that a game worth 10000$ budget is very questionable. Anyone could redo what you have done in 2-3 days of work so why should anyone invest in you making it? I see nothing unique and only one more clone.

Edited by: shadowflar3

Aug 28 2013, 11:32am Anchor
figalot wrote:I have to make some suggestions for the page based on a couple blogs I have read based on kickstarter experience.

I think you should definitely re-do your video, I always have more confidence in a project when the dev talks about the game and the games plans. Off the top of my head I dont think I have ever seen a project funded with just a gameplay video.

You also should consider having special ship skins for backers. I read a dev blog a while back that talked about how people tend to choose options for receiving ingame items over physical ones. Plus it is alot less hassle for that option.

Finally you should show what the money will be spent on, licensing, living expenses, art and what not.

These things tend to give me more confidence in a project and make me more likely to back it.


Thanks for the input. Do you think it's actually better to have my talking about the project as part of the main video, or as an embedded youtube video directly underneath?

Aug 28 2013, 12:18pm Anchor

Maybe just a 1-2 minute video of you after the trailer you showed, and then if you feel up to it add another 3-5 min video embedded video in the descriptio

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Someone wrote:Her?
Aug 28 2013, 4:02pm Anchor
shadowflar3 wrote:I'll second everything figalot said plus I'll be more frank with you.

Your idea and gameplay is one of the most cloned classics and calling that a game worth 10000$ budget is very questionable. Anyone could redo what you have done in 2-3 days of work so why should anyone invest in you making it? I see nothing unique and only one more clone.


I have to agree with shadowflar. You need to differentiate yourself from other space shmups. There needs to be one awesome core mechanic that you have and just blow it out of the park. Do your research, play a ton of shmups and see what you can do differently. Additionally, because it is a space shooter, you are going to need to put in a ton of production value into your game.

Aug 29 2013, 1:27pm Anchor

Alright, I just uploaded the new video. Man, that was way harder than I'd actually anticipated (the recording, not the uploading). I had no idea that talking to a camera for a little over a minute was going to be so hard. Anyway, as per the advice here, I also put up a pie chart. In the video, I addressed how I really want to stand out from other games in the genre. I'm beginning to get the general idea that I might have launched too early in production, but production is slow without funding. Kind of a circular problem, but I am learning a lot from it.

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