Hi, I'm Blake. my big project is a tower defence game called 'Forgive Me My Henchmen'. you play as a typical head 'bad guy', deploying henchmen and sabotaging a building to delay an unstoppable one-man army.
Most of this is my fault - there are definitely things I could have done differently which would have made the launch more successful. This includes building up a bigger email list before hand, emphasizing the ‘why’ behind the game more, as well as countless other things. Amongst these is I tried to move too fast.
That being said, despite a weak launch the word has been spreading, and the kickstarter has - slowly but surely been gaining momentum. This is in part due to my crazy marketing efforts, but also a large part of this has been due to the journalist rockstars who have decided to write about the game, as well as the kickstarter community who are doing wonderful things to spread the word.
This may all be too little too late - there are only 9 days left - but there is still hope! I’m gonna work hard for that strong finish!
In other news, I finally may have also reached a truce with my laptop. This may not sound like a big deal, but for most of you who have read this blog before, you know that this may be marking the end of a hostile, bitter war that has gone on for months - war is hell.
But yeah, that’s about it guys! I am happy to say that, even with all this going on, I’ve also been able to make forward progress with the game. I have finally figured out a way to introduce the upgrade system in a way that works with the game and still means that the player gets to make meaningful choices - I’ll likely write about this in the week ahead.
Wish me luck guys!
PS - if you know about my game and have been thinking “Hmm, I’ve been meaning to commit my life-savings into kickstarting Blake’s project but just haven’t found the time...” I wanted to let you know that there is no better time to do so than now. Here’s the link ;)
For the first time ever, I decided to try vlogging!
This vlog is from this morning, and talks about what I learned about Zen from sitting on a mountain-top.
First of all, I may be able to charge while the screen is up AND therefore that laptop will stop shutting down in my face - this could be a game changer.
Anyway, if this works, then I may be able to start overlooking the 8052 other minor issues that this laptop has. But if this doesn't work, then I am going to go tribal on this laptop's ass!
I am going to work for a few months at a menial job, use the money I save to buy a ticket to the tropical island of Vanuatu, hire a guide to fly me to its famous volcanic island, hike the few hours it takes to get to the top, then I am going to throw the laptop in lava! Molten fucking lava!!
I get a 20GB internet limit per month, which I've almost drained. Luckily, however, I get free internet from midnight to 5am - what that has meant is that every night I've been staying up laaaaaaaate!
The positive to this is that I am still as productive as ever.
The negative is that I'm so tired my mind is not as sharp...I barely even register when I make spelling mistaeks aneemore.
Ugh...I mst sleeep now...
Guys, sometimes in moments of weakness, I'm tempted to use fake references from authoritative figures to build interest in my game. For example:
"This is the best game I've played in years!"
It's the perfect crime ...who would ever know?
The gif below demonstrates how I thought my kickstarter campaign would go VS how it actually is going:
Haha, yeah, the interest the game is generating isn't really translating into funding at the moment...but on the bright side, there is a ton of interest! That's great news, and there's still a bunch of time to raise the money - we'll just need a strong finish.
I'm one third of the way through. Wish me luck!
Hey guys! So the kickstarter is in full swing. It broke its first $1000 (AUD) today, which is great news! I'm still behind schedule, but progress is forward and I'm on the right track.
I've learned a lot from this week from kickstarting - I can't believe how young and naive I was...a week ago. If I only knew then what I knew now, I would have done some things differently.
So I wanted to write about two the things I've perhaps done wrong, and why I did them.
1) Not having a gameplay trailer straight away - I think being a developer that no one has heard of yet, it is important to provide as much proof as possible that your game/product is legit. I did that through the official trailer, through gifs, through screenshots, and through providing links to my twitter account and blog. That being said, I think overwhelming people with proof is the way to go.
Just so that you know, I am working on the gameplay trailer as we speak! The new one should be up within the week.
2) Not having a demo straight away - It seems that lots of the successful kickstarted games have demos...perhaps because it gives people a taste of what they're backing, and the clearer the taste, the more likely they are to support the game. I would love to be demo ready at this stage, but I'm not. I previously had a demo, BUT introducing this new mechanic has changed everything! I need to redesign levels, balance them differently, change some of the dialogue etc...Furthermore, there are still issues of screen optimisation, porting, etc.
In short, creating a demo would have done great things, but unfortunately, I won't have one until after the campaign is over...hopefully this won't be make or break.