The rest of this video was basically shots of concept art and gameplay mockups. Then we do that thing where we pretend that we just noticed that you walked in and we weren't quite expecting you, and we go into a quick spiel about who we are. I'm yelling at Blake to "shoot his head", and Blake is yelling back that he is shooting his head. We were both shouting at the screen and generic video game noises coming out of the off-screen television. The video starts out with this ridiculous scene, which we thought was pretty funny and strange. Even our bodies were covered head to toe with video game stuff: cables of all sorts, Power Gloves, that ridiculous NES helmet accessory, and Blake had a Super Scope over his shoulder. About the room, we had strewn hundreds of pieces of video game paraphernalia: a Master System, a U-Force, an Atari 2600, dozens of cartridges from all kinds. Our first video started off with a shot of Blake (our lead artist) and I sitting at a couch and pretending to play some video game that couldn't be seen. 100 Rogues was also well-received, getting good reviews pretty consistently, so we felt pretty confident that our Kickstarter would do well. Also, it's going to be cross-platform, where 100 Rogues was only available on iOS and OS X. It's striving to be much more accessible, simple, and easy to learn than our previous title, 100 Rogues, while at the same time being deeper strategically and also better looking. With this experience, we can take away a few lessons and share them with you.Īs I mentioned, the game I was trying to Kickstart was Auro, a turn-based tactical dungeon crawler ( I've written about it before here on Gamasutra). One of the campaigns failed, and the second one succeeded (by an almost 200 percent margin). I hope that my experiences and advice can help small developers get healthy funding for small, but great games.įurther, we're in the somewhat unusual position of having run two Kickstarter campaigns for the same game - a tactical dungeon crawler game called Auro. This article is written for people who are passionate and believe in what they have to offer, but don't have a lot of money for marketing or production of some amazing video. With that in mind, I have decided to present a sort of "working-man's Kickstarter tips" article. Most working game developers - the people who really need Kickstarter more than anyone - don't have a famous game designer at their helm to give their campaign a massive popularity boost. Because most game developers are a little more like my team - Dinofarm Games - than they are like Double Fine. But I think our experience will probably be more useful to most people reading this article.
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