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We did start promoting the game in May of this year. We even gave access to the prototype to some Game review sites and the only one's that really gave us the time of day was the Linux gaming sites.

Still we Kickstarter has been great for Portas Aurora: Arrival. We have gotten a great deal of feedback and met some very helpful people.
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PortasAurora:
Sorry to hear that. Out of curiosity, which game review sites did you offer the prototype to?
Post edited September 20, 2012 by lowyhong
While we have made some marketing mistakes along the way, I am sure name dropping is bad.
I can list the sites that we tried to get featured on and other then RockpaperShotgun's ketchup article we did not target massive sites.
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Licurg: Speaking of games made with limited resources, have you ever played Sacrifice? It was made by a core team of just 4 people, and with less money than many Kickstarter games, but is one of the greatest masterpieces in the history of gaming, maybe you should play it for inspiration :P


http://www.gog.com/en/gamecard/sacrifice
I will check this out. I really enjoy games of all types.
Post edited September 20, 2012 by PortasAurora
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PortasAurora: I will check this out. I really enjoy games of all types.
You might also want to check out Space Rangers 2, to get a feel for good, minimalistic UI. The game is also played out in 2D, but the graphics are stunning.

Uh, unfortunately the game has been taken off GOG shelves, hopefully temporarily (curse you 1C Publishing!)
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lowyhong: You might also want to check out Space Rangers 2, to get a feel for good, minimalistic UI.
Is this a nice way to say that Portas Aurora: Arrival's is over powered? :)
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lowyhong: You might also want to check out Space Rangers 2, to get a feel for good, minimalistic UI.
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PortasAurora: Is this a nice way to say that Portas Aurora: Arrival's is over powered? :)
Actually come to think about it, SR2's UI isn't really minimalistic. Still looks sweet though. I'd really like to see more games take after its interface design.
Any suggestions for improving Portas Aurora: Arrival?
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PortasAurora: Any suggestions for improving Portas Aurora: Arrival?
Lower the price :P There aren't many people willing to spend 20$ on an indie, priced around 10$ or so, it might've done much better.
I can't comment much on the game itself, since everything I know about it comes from the KS pitch. And that's the most crucial problem. Your first priority when rebooting the KS project should be to inform people about the game. When I see KS projects involving first-person shooters, I don't need to see a lot to make up my mind, but with more ambitious projects like PA:A, I would like to know more about it. Don't keep your audience in suspense. Throw in as much information their way as possible - keep the page stylish of course; KS is after all a glorified pre-order platform.

Also, talk about your project in the video. If you don't want to interfere with the main pitch video, you can upload a separate video on Youtube, but regardless, the point is to let the audience know more. Of course you can link everything to your website too - and I'm strictly speaking for myself here - but I'd much prefer to see everything consolidated on the KS page.
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PortasAurora: Any suggestions for improving Portas Aurora: Arrival?
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Licurg: Lower the price :P There aren't many people willing to spend 20$ on an indie, priced around 10$ or so, it might've done much better.
$20 for a complex 4X game is reasonable, but it definitely has to have a certain standard. I mean, put it this way, I regretted (and still do) paying $20 for Star Ruler, but $60 for MOO2 back in the day was perfectly fine.
Post edited September 20, 2012 by lowyhong
Thank you for all of the suggestion. Is there information that is "the most important" when looking at a game like Portas Aurora: Arrial?
Nein. I'd like to see every gameplay aspect of it, if possible. Maybe do a walkthrough of one session. Most importantly, try not to stay silent for too long. Elaborate what the numbers/stats do when you're looking at the spreadsheets, what are the kinds of combat tactics you can use when an enemy attacks you during your session, (I noticed you can use asteroids to crush enemies, which is cool) etc. Make it look fun for the player.

-edit- Might want to check out TotalBiscuit's videos on Youtube to see how he does his walkthroughs of games.
Post edited September 20, 2012 by lowyhong
The asteroid was an idea that came after the Ai would sometimes go crazy and use any map item to kill players. Now it is an ability that the Science Officer gets.

I guess we have not done many walkthrus because the game has ares that can be very complex. Like the Primary and Secondary Role selection and how they can change skills that you have access to.

As for the price we did a fair amount of research into what similar games were going for on Kickstarter and on Steam.
Post edited September 20, 2012 by PortasAurora
Is there any other environmental attacks planned for release? like being near a plasma storm and using that to make like some sorta shock wave or projected attack?
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PortasAurora: I guess we have not done many walkthrus because the game has ares that can be very complex. Like the Primary and Secondary Role selection and how they can change skills that you have access to.
Well I hope to see more of those :P

Spreadsheets and numbers give me a hard on! :nerd:
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lowyhong: Spreadsheets and numbers give me a hard on! :nerd:
Are you a fan of EVE online?