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.
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.