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$2,606 pledged of $80,000 goal
By Luke Farinella
$2,606 pledged of $80,000 goal

Plan B

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.


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    1. Felipe Cartin on June 30, 2012

      :( I'd say wait a bit and make a prototype of something fun, and re-launch!

    2. Astrobia on June 27, 2012

      Well okay here's what I've got to offer based on my observations.
      Don't rely on getting features on kick starter... Because even if you do it probably wont help. I can not believe some of the projects I missed the opportunity to support. The main reason is I don't hover around kickstarter watching for things to through my money at... And neither does anyone I know. We wait until we hear about projects via word of mouth or from news sources that discuss subjects we are interested in, then we go to that kickstarters project page... Only. I mean I was here to support the doublefines adventure game kickstarter, I knew what kickstarter was already and while I was here I didn't go poking around to see what other projects might interest me, as a result I missed several, some did generate quite a bit of buzz (Wasteland 2 in particular) and I didn't hear it until after the cut off, so no backing from me. :-(

      Anyway I'm only here because after find out about several more games I missed (shadowrun, xenonauts) I decided to pull up the list of game projects here on kick starter and work through it. There was no other way I was going to hear about your project, whether kickstarter featured it or otherwise.
      Very few people are going to come looking for you, you HAVE to go to them. It's probably worth advertising the project well before you even launch the kickstarter campaign. Have a website up and some buzz generated already.

      Once I got here I wasn't going to pledge either. Lets talk about your presentation and why it nearly resulted in me closing the tab to look at the next project.
      First, you need to be sure about what you're selling. A mish mash of ideas, inspiration and enthusiasm are not a good way to present a product, not to publishers and investors, or potential customers. Those things fizzle out more often then not, it also shows you haven't done the work. "I want to this, or maybe do this, or possibly we could do this, and this would be fun to explore"... So you've got an idea and you want us to give you money to... Play with it?
      There's more to it then just looking professional. Before you pitch the product you need to clear up and lock down in your mind what that product is actually going to be, not just the summary of the general idea, but the specifics. There are many benefits to this, both in pitching the game and in the development process. On kickstarters especially...
      Kickstarter is an all or nothing gambit. You don't meet your goal you wasted a month of more of your time (and other peoples). You need to set the bar as low as possible and then let any surplus expand your options when/if it comes in. This requires you to know the absolute minimum you can get away with. So locking down what you are actually going to do and what are the bare necessities you need to get done and included to release the game is essential... Then pitch that. No "maybe we will do this", your pitch should be "Here is our solid plan, we will include this, this and this" and then after you can say, here's some additional ideas we have for expanding on the product IF we surpass our funding goal, work out how much they will cost to implement and list them as stretch goals.
      The other thing about your pitch is you need to be direct. Do not open with a trailer for the game, especially not one that does not directly demonstrate the game play. I'm going through 50 projects to see what I want to invest in... I don't have time to go through all the details on every project page, I don't even have time to watch the entire project video. I still haven't seen all of yours. I need to know immediately what the project is and if it interests so I can decide if I want to spend the time learning more about it. Pretty artwork is fantastic, but anyone can through up some pretty artwork completely unrelated to product if they want to and it ultimately tells me nothing except you know and artist. You got lucky in that after a few moments I clicked in the middle of the video timeline to see if it was all trailer (which would have really annoyed me) and landed on you talking... Then after watching you stumble around listing ideas and aspirations and talking about how much you love history yadayada I skipped around the video to see if you got to the point. Then scrolled down to see if was summed up somewhere below in the project description... And it's not. The amount of info you've dumped there for us to sort through to even get a general idea of what you want to do is ridiculous, and even after sorting through it it's still not entirely clear, just a bunch of maybes. Sum up IMMEDIATELY what it is you want to do EXACTLY. Clear concise and to the point. If that sounds like it's worth my time of day THEN I'll stick around to see what else you have to offer in the way of information to expand on the point. And keep that extra information prioritised! Don't open with your current financial circumstances and why you don't have enough money, that's irrelevant. You're on kickstarter, we know you either need or want money to fund something already. Tell us exactly what you want the the money for and how you want to spend it, tell us what we get for our investment and then you can expand on you personal situation if you want, show us trailers and whatever other work you've got done so far. You've got about 20 seconds to grab our attention and that will buy you about another minute or two to try keep us interested. Get the most important information on the table first.
      This also applies to the tiers where you made similar mistakes. Make it clear you are selling your product. If I'm skim reading the tiers I actually completely miss that you offering the game to us at all. It just reads as $5 for blog access, $15 for a lance, $25 for armour etc. so for all I know you are offering the game for free at release and are relying on micro transactions and ads for revenue after release. That's not an incentive... Yeah you're offering 2 copies of the game for $5... But I didn't know that. Heck I only backed you because I knew the project wouldn't fund but I wanted to show support for the idea (erratically presented as it was). If it was going to fund I probably wouldn't have bothered, just watch for the game on the market place. The first thing listed in every tiers should be "You get the product". In later tiers "You get the product... AND you get this too". I mean a lot of projects on kick starter are just charities. There's nothing wrong with that but selling something is obviously more likely to garner funds then just asking for handouts (which is why charities sell ribbons). Your kickstarter project page looks like a charity at a glance. Speaking of... Offer more flexibility in the tiers. $5-$15-$25 is barely adequate, (Having $10 and $20 in there to would be better) jumping strait to $100 then $500 is not. We all come from different financial situations and have different degree of generosity with whatever funds we happen to have. Someone who is willing to invest $50 in this project can't... They can either invest half or double that... So it's going to be half. Your loss.

      Don't rely on being found, find interest yourself.
      Know exactly what you want to do and the minimum you need to do it (set that as the goal)
      Sum up exactly what you want to do off the bat.
      THEN expand on what else you'd like to do if surpass the goal.
      Sum up exactly what we get out of it.
      Make sure there are a variety of flexible options for us and make them clear.
      Demonstrate what you've got so far at the end.

      Ultimately you have a very pretty, but very poorly organised presentation. It may or may not be very informative, I don't know because the information is not very accessible. Sorry. :-/
      Still hope to hear about this project again later, and as long as you get the news to my ears I'll be happy to back this project then (so long as I know what it is).