This project's funding goal was not reached on June 30, 2012.
Our project is nearing it's end, (check out my post project thoughts and advice to other hopeful project owners here) and while it may be discouraging to see how it has gone so far, we have plans for how to proceed from here. However I would like to open it up to our awesome fans and backers to let us know what you think should be the next steps. There are lots of options:
-retool and relaunch
-use another method of funding
-wait until we have more to show, then launch again
-forget crowd-funding and make a deal with someone
- (your idea here)
Giving up is not an option! Also, let us know what you think of the project as a whole and why you think it has failed.
As the kickstarter moves on, I am continuing to develop the game, the universe in which it lives, and this dev-brand that will eventually become a platform to make some cool stuff. We have a new look and feel for our website, we have a new platform for fan feedback, and we have a pre-alpha "mechanic-testing" card game that you can download (on the home page of our site) and play with your friends. Obviously there are some things that will change drastically, (the actual joust will be a bit more dynamic in-game of course) but it will allow us to introduce and test some features like 'perks' (we are calling them virtues) ... these will hopefully create more strategy and add interest in an otherwise rock-paper-scissors game. Feel free to print out the pages and try it out with your friends! We would love to hear some feedback!
It's tough to watch a static kickstarter project, (and I have a lot to say about the merits of kickstarter, and our plan-B) but we will continue to do what we are doing until the end. I can say, however, that with the addition of video view metrics that they have added, it's clear that we are simply not getting the views necessary to reach our goals.
Thank you all for your support and interest.
I want to say a big thank you to newsgrape.com and indie-house.com for featuring us on their sites. The most difficult part of this campaign has been getting views. (being a kickstarter video game during the biggest news week for video games ...E3 week... doesn't help) ...but giving up is not an option, and failure is not the opposite of success, it is an ingredient.
I plan on posting a more detailed report later that outlines some of my incorrect assumptions, timing issues, and marketing mistakes to give a fair warning to other kick-starter hopefuls, but in short... Kickstarter is a funding platform, not a marketing platform. And there is no guarantee that you will get featured by the site itself, regardless of the quality of the presentation.
But enough about that. We will soldier on and continue writing articles, running marketing campaigns, and trying our best to spread the word. I still believe that once people see the project, they will want to get involved. We have an extraordinary average pledge amount of $61 which is no small thing.
About the image:
Instead of a traditional level select, the player will be able to pan, zoom and tap on the interactive map to progress to the next tournament. Once you tap on a sigil, an area screen will be displayed that will tell the player some background lore and information about that location, as well as give you options to visit a blacksmith, enter a tournament, battle a boss, and more.
I also want players to be able explore the universe through this map by tapping different areas (some will be obvious and some will not) and triggering some voice-over and concept art that will make the universe more rich and believable. If the player taps on an area in the mountains of Glein for instance, the voice over may begin to talk about the harsh environment, or the formidable, indigenous, animal life in that area.