Posted February 25, 2013
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amok
FREEEEDOOOM!!!!
Registered: Sep 2008
From United Kingdom
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ET3D
Always a noob
Registered: Oct 2008
From Clipperton Island
Posted February 25, 2013
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echoMateria
Fruitbat Factory
Registered: Oct 2011
From Japan
Posted February 25, 2013
99 Spirits
"The Japanese myths of Tsukumogami come alive in a Puzzle RPG - winner of the Eclectic Indie Dev Grant."
"The Japanese myths of Tsukumogami come alive in a Puzzle RPG - winner of the Eclectic Indie Dev Grant."
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gandalfnho
Huntress
Registered: Dec 2009
From Brazil
Posted February 25, 2013
XING: The Land Beyond, a first-person puzzle adventure game
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lowyhong
resident bff
Registered: Dec 2008
From Singapore
Posted February 25, 2013
XING looks mighty impressive...
Post edited February 25, 2013 by lowyhong
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samlii
Karma Whore
Registered: Dec 2009
From United States
Posted February 25, 2013
Super Ubi Land - A retro inspired platformer
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rodrolliv
No corporation is your friend
Registered: Dec 2009
From Spain
Posted February 25, 2013
Not sure if Cryamore has been posted already, funding ends in about 12 hours. It's labeled as ARPG influenced by Zelda, Secret of Mana, Metroid... they mention in the FAQ that they'll try to bring it to Desura and GOG.
edit: yep, nijuu'ed
nijuu: http://www.kickstarter.com/projects/robaato/cryamore-a-true-first-class-take-on-the-action-rpg?ref=category
Action RPG. Neat trailer LOL 3 days to go..
edit: yep, nijuu'ed
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Action RPG. Neat trailer LOL 3 days to go..
Post edited February 25, 2013 by rodrolliv
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Red_Avatar
Be vigilant
Registered: Oct 2008
From Belgium
Posted February 25, 2013
I think Kickstarter has shown us clearly that almost no company can meet its deadlines and vastly underestimates how much time a project takes which is rather discouraging since a game's budget is directly tied to the time it takes to complete.
So far, every game in production (bar one) which I backed, has had its release date moved forward with several months to even over a year. Were these developers really being optimistic or did they just lie about the date so people would be more eager to shell out money? Personally, some of those dates worried me since they smelled like rushed games.
So far, every game in production (bar one) which I backed, has had its release date moved forward with several months to even over a year. Were these developers really being optimistic or did they just lie about the date so people would be more eager to shell out money? Personally, some of those dates worried me since they smelled like rushed games.
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Niggles
MOMOSaysMAHAYO;)
Registered: Apr 2009
From Australia
Posted February 25, 2013
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So far, every game in production (bar one) which I backed, has had its release date moved forward with several months to even over a year. Were these developers really being optimistic or did they just lie about the date so people would be more eager to shell out money? Personally, some of those dates worried me since they smelled like rushed games.
Having said that, i don't mind as long as there is decent communication as to whats happening.ie Expeditions: Conquistador dev's said there will be delays due to certain factors (some of which are out of their hands oddly).
The only project that came out on time that i backed was Giana Sisters. Im going to guess though Project Eternity and Wasteland 2 will both probably come out on time (long time devs experienced with delivering products on time...)
The flipside being Star Command ie. Dev's haven't even finished the game (iOS/Android game - how long does it take to make one of these???) and the KS completed was for PC port . They have been months behind to even to arguably finish the bloody thing & to top it off people have to keep asking for updates (communication is horrid).
Post edited February 25, 2013 by nijuu
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PixelBoy
New Loser
Registered: Jun 2009
From Finland
Posted February 25, 2013
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As for other cases... well... game projects are usually late of the project schedule, no matter how they get funded in the first place.
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McDon
Lazy and Proud
Registered: Jul 2011
From Ireland
Posted February 25, 2013
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So far, every game in production (bar one) which I backed, has had its release date moved forward with several months to even over a year. Were these developers really being optimistic or did they just lie about the date so people would be more eager to shell out money? Personally, some of those dates worried me since they smelled like rushed games.
Also, kickstarters tend to be indie projects and tend to be more carefree and non-corporate with stuff like that :P
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RayRay13000
Registered: Jan 2012
From United States
Posted February 25, 2013
Not sure if this was said earlier but:
Keep Skullgirls Growing
We know that seeking money for DLC like this is a big request, so we’re trying to make this as functionally similar to a pre-order as possible.
Once Squigly’s complete, she’ll be released via a patch and made available using a character unlock. The unlock will initially be released free to everyone on all platforms, and the price will be increased to $5 three months later for anyone who hasn't picked it up yet. So don’t worry - if you get it while it's free, it'll stay free forever.
If you collectively decide to fund one or more DLC characters, we’ll release them one at a time so the game continues to grow. The release plan would be the same: download free to everyone for a period of three months, and once that time has passed, the price of the character will be increased to $5. Once again, people that already have the character won't have to buy them later.
Last June, much of the Skullgirls development team was laid off. This had nothing to do with the game or its sales; Skullgirls’ financial support was simply cut off as a result of a costly legal battle that was strangling our publisher, Autumn Games. These ongoing legal difficulties kept Autumn from being able to continue its support for the game. We always had big plans for Skullgirls, and hoped to keep growing the game and its community with new characters and game updates, but without funding, these plans unfortunately had to wait.
While we’ve been able to continue working on the patch and have recently made progress on the PC version with Autumn’s help, neither of these has been able to pay our extremely talented and dedicated art staff. So, in many ways, this campaign is also a last-ditch effort to keep the Skullgirls team together, working on the game we love so.
The more noise we make, the more money we’ll raise, and the more likely this campaign will keep Skullgirls and its community growing.
To incentivize you to get all of your friends and neighbors to join in on the fun, we’re putting up a one-of-a-kind custom dual-modded fighting stick from FoeHammer on the line. What’s actually on the stick will depend on what we accomplish here, but you can rest assured that it will be awesome.
We’ll be awarding this stick to whoever brings the most contributions in using IndieGoGo’s sharing tools. So even if you can’t afford to contribute yourself, you can still win this stick if you manage to shepherd in the most money through your own connections and campaigning.
If you can’t contribute and want to go for the stick, just be sure to create an IndieGoGo account and use their tools!
Since the game’s release, the Skullgirls team has been truly inspired by the drive, support and, most of all, patience of our amazing community. It’s because of you that we’ve soldiered on through the myriad setbacks that have faced our team, and we will continue to fight for you and make Skullgirls the best fighting game it can be.
Thanks for reading, and we hope you’ll consider investing in the future of Skullgirls. With your help, we can continue to realize the game’s full potential.
Sincerely,
Lab Zero Games
------
After hearing news of the development team facing trouble I really kind of wondered about the game's future. I'm glad that they're still around, but I'm wondering if and when the patch for the Xbox Live version is going to come out and if this really will help out the development team in the long run. But if this succeeds a free character update will be rolled out (and possibly more depending on the goal met).
(In case someone runs across this looking it up...maybe) Update: It meet it's stretch goal as well as the second major stretch goal. Not only that free DLC voice packs are getting released as well with each stretch goal made ($450,000 as well as $500,000 and so on). Regarding the PC version the team behind it is hoping for the beta to get released in June and the full game in July along with the Linux version (which will require Steam) around the same time or sometime after that.
Keep Skullgirls Growing
We know that seeking money for DLC like this is a big request, so we’re trying to make this as functionally similar to a pre-order as possible.
Once Squigly’s complete, she’ll be released via a patch and made available using a character unlock. The unlock will initially be released free to everyone on all platforms, and the price will be increased to $5 three months later for anyone who hasn't picked it up yet. So don’t worry - if you get it while it's free, it'll stay free forever.
If you collectively decide to fund one or more DLC characters, we’ll release them one at a time so the game continues to grow. The release plan would be the same: download free to everyone for a period of three months, and once that time has passed, the price of the character will be increased to $5. Once again, people that already have the character won't have to buy them later.
Last June, much of the Skullgirls development team was laid off. This had nothing to do with the game or its sales; Skullgirls’ financial support was simply cut off as a result of a costly legal battle that was strangling our publisher, Autumn Games. These ongoing legal difficulties kept Autumn from being able to continue its support for the game. We always had big plans for Skullgirls, and hoped to keep growing the game and its community with new characters and game updates, but without funding, these plans unfortunately had to wait.
While we’ve been able to continue working on the patch and have recently made progress on the PC version with Autumn’s help, neither of these has been able to pay our extremely talented and dedicated art staff. So, in many ways, this campaign is also a last-ditch effort to keep the Skullgirls team together, working on the game we love so.
The more noise we make, the more money we’ll raise, and the more likely this campaign will keep Skullgirls and its community growing.
To incentivize you to get all of your friends and neighbors to join in on the fun, we’re putting up a one-of-a-kind custom dual-modded fighting stick from FoeHammer on the line. What’s actually on the stick will depend on what we accomplish here, but you can rest assured that it will be awesome.
We’ll be awarding this stick to whoever brings the most contributions in using IndieGoGo’s sharing tools. So even if you can’t afford to contribute yourself, you can still win this stick if you manage to shepherd in the most money through your own connections and campaigning.
If you can’t contribute and want to go for the stick, just be sure to create an IndieGoGo account and use their tools!
Since the game’s release, the Skullgirls team has been truly inspired by the drive, support and, most of all, patience of our amazing community. It’s because of you that we’ve soldiered on through the myriad setbacks that have faced our team, and we will continue to fight for you and make Skullgirls the best fighting game it can be.
Thanks for reading, and we hope you’ll consider investing in the future of Skullgirls. With your help, we can continue to realize the game’s full potential.
Sincerely,
Lab Zero Games
------
After hearing news of the development team facing trouble I really kind of wondered about the game's future. I'm glad that they're still around, but I'm wondering if and when the patch for the Xbox Live version is going to come out and if this really will help out the development team in the long run. But if this succeeds a free character update will be rolled out (and possibly more depending on the goal met).
(In case someone runs across this looking it up...maybe) Update: It meet it's stretch goal as well as the second major stretch goal. Not only that free DLC voice packs are getting released as well with each stretch goal made ($450,000 as well as $500,000 and so on). Regarding the PC version the team behind it is hoping for the beta to get released in June and the full game in July along with the Linux version (which will require Steam) around the same time or sometime after that.
Post edited March 17, 2013 by RayRay13000
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Niggles
MOMOSaysMAHAYO;)
Registered: Apr 2009
From Australia
Posted February 25, 2013
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RayRay13000
Registered: Jan 2012
From United States
Posted February 25, 2013
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As far as I remember this project wasn't funded from Kickstarter or any other crowd-sourced website.
Post edited February 25, 2013 by RayRay13000
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Niggles
MOMOSaysMAHAYO;)
Registered: Apr 2009
From Australia
Posted February 25, 2013
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As far as I remember this project wasn't funded from Kickstarter or any other crowd-sourced website.