The Gamasutra article mentioned previously is up:
We're fairly behind on contributions, unfortunately. Of the $5,000 goal for the project, we're up to $1,790 as of this writing. That's $3,210 remaining and half the period left to go for it.
$5,000 is starting to seem like a relatively extravagant amount (although the hardware costs needed to explore iOS development kind of demand it -- iOS apps can only be written on Macs), but there's no way to change it now.
A heartening note comes from the Kickstarter Blog, who notes that 90% of projects that make it to 30% go on to make goal. I'm not quite sure how the project is going to do that, since I don't have a large number of publicity outlets. Big names like Joystiq, and Rock Paper Shotgun aren't generally interested in Kickstarter projects, especially if they don't have a public demo available.
I've considered making one, but I don't really think it's engaging enough to interest Joe Gamer yet. It's very easy to get trapped, yet without equipment the only way to get out of wells and such is to enter edit mode and make yourself some steps to escape. There's other matters too: terrain map generation takes several minutes at the moment. There are things that can be done to speed that up, but they take substantial development time and not a bit of experimentation.
I made a couple of Reddit posts on IndieGaming and GameDev a couple of days ago. These are far from the most populated Reddits on the site, but I don't think mentioning it in Gaming will be helpful, especially since they seem to have a much stronger policy against self-linking.
The big thing I have in the works for publicity is a Gamasutra feature article on the cellular automation, describing in some detail how water flows. Unfortunately they work on a substantial lead time; the time they were planning on publishing it was right at the cut-off date for the project! I've gotten them to push that up a bit, but it's still a week off.
I'm open to suggestions as to how to get the word out. Algorithm design and programming are my areas of interest; I seem to flinch away from seeking publicity, but I'll do what I can. Any ideas?
This shows off the (still under heavy development) platforming, and also the previously-described automaping vision system.
I'll have more to say later, I just wanted to get the video out there quickly since it represents the first public footage of something resembling actual gameplay. I really like how the "schematic"- like mapping system works. If the terrain in an area changes when you aren't there to see it, say from flowing liquids or explosives, the changes won't be reflected on the map until it reenters your sight!
You might notice that a lot of the screenshot looks kind of like a schematic. That's the way the game's automap works. In the style of roguelike gaming, areas you've seen before but aren't currently in sight show up in a different graphics style representing the state in which you last beheld them. Since your character has only a limited range of vision, it's important that the game remind you of the layout of the land so you can make the best decision about how to proceed.
Sorry this is a few days in coming -- I actually thought I had posted two more updates by now, but it turns out I was just commenting on the first one! Silly me. To rephrase the most recent of these:
I've not posted every update to the game program in an effort to avoid spamming my backers, since Kickstarter, by default, sends email to every backer for every update. If you're interested in hearing about the day-to-day work on the game, may I suggest putting COIN DOOR INTERLOCK into your feed reader? http://coindoorinterlock.blogspot.com/
At 25 days to go the project is just over the one-fifth mark, at $1,088. This puts us a bit ahead of the curve; $5,000 over 30 days comes up to around $166.67 a day. We've been mentioned on both indiegames.com (http://www.indiegames.com/blog/) and GameSetWatch (http://www.gamesetwatch.com/), which I think has been responsible for most of the buzz the project has gotten to date.
I've got a couple ideas for publicity in the works. Be sure to tell your friends if you find the concept interesting! If they have questions tell 'em to leave a comment on the project and I'll do my best to answer any offered. There's already something of a conversation going on here; feel free to jump in! I've got a clear vision of the gameplay in my head, and thus while the game is in heavy development I can answer just about anything about it you'd care to know.
I'm planning on making a Reddit post about the game, and I have a Gamasutra article submitted on cellular automation that links to the project. Beyond that I'm having trouble thinking of good places to mention the project that wouldn't be too obnoxious to contemplate.
I really hate publicizing the things that I'm working on. I can't ever think of a way to do it that doesn't seem embarrassing. That said, if anyone comes up with some good ideas please let me know!
The project itself is coming along. Working on the platformer engine now. I hope there will be something that's playable in a rudimentary sense soon!
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A free copy of the game for PC when it's available. (Other versions aren't definite yet.)
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The above, plus: Occasional access to new alphas or betas, including the "falling sand" mode depicted in the videos.
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The above, plus: Mention in the credits under "Special Thanks."
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The above, plus: A PDF of a special comic story about the game, done in the art style of the "artsy" video. This will be poster-size and wide format (like, 19x19 inches) and in the form of a PDF. You can read it as-is, or print it out at your local office supply store.
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The above, plus: Optionally, and with your permission, your name or an alternate text of your choosing may be used in some of the random text generation the game does, for example: planet names, substance names, monster names, random jokes. I'd email you and ask for a word or name or two to add to the game's lists. Names of people, aliens, liquids, gases, planets, or maybe other things.
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The above, plus: Throughout the game your character is seeking a variety of lost treasures hidden deep underground. You can name one of these treasures yourself, and I will work your treasure into the game. I must retain final approval over the treasure's name (nothing mood-breaking please), but generally I'm fairly easy going about this. Your treasure may not appear in every game; in fact, it might be a super-rare thing, only showing up once in a blue moon.
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The above, plus: A color, printed, signed and numbered edition of the comic mentioned above, printed as a poster.
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1 backer Limited (9 left of 10)
The above, plus: A physical realization (courtesy of a friend's 3D printer) representing one of the treasures of the game, that you can actually hold in your hands, use stop papers from blow away, or use to perform dark and complex rites to the elder gods! The object should be about the size that can fit in one hand. Own a fragment of In Profundis' ancient lore made real!
- (30 days)