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Crush monsters and get loot in a persistent world full of gorgeous 2D sprite work with a sweeping throwback soundtrack.
1,468 backers pledged $43,155 to help bring this project to life.

Part 2: A Word of Thanks

Posted by Jim Shepard (Creator)
A word of thanks.

If you've backed any number of Kickstarters, you know this moment well. The starry-eyed project runner, standing before the crowd of backers and saying something along the lines of "Wow, I never would have dreamed that we'd--" well none of that.

This is Dungeonmans, and we dream big. You and I both want to see this game made, and we set out to do that. The grand surge at the end came from you and your efforts: backing the game, getting the game into the hands of more players, and sharing all the news and livestreams that popped up near the end. Your excitement kept me going, which made the game better, which in turn brought more eyes to the project. You said "This has to happen," and it did. I know that shouting from the rooftops is an often abused metaphor, but:


So while I take great pride in securing funding, I do so knowing that it wouldn't have happened if you didn't get excited and do your best to help the game get over the top. The victory is yours and mine to share. You've given me quite a gift, in that you've trusted me with your time, money, and energy in the hopes that you'll get something excellent in return. It's an honor, and I'll work hard to show you that you might the right call.

Thanks for a Successful Campaign


I'd like to give special thanks to the individuals who were part of the team or otherwise went above and beyond to help the cause. Seems a bit odd, even premature, to create a thank-you list before the game even ships, but getting the Preview Build together while running a successful Kickstarter campaign was a substantial effort and I owe a debt of gratitude to many folks.


Andrew Aversa, aka zircon, is the game's composer and also a boon companion on the Dungeonmans adventure. Clearly, his music is a huge part of the atmosphere and feel of the game, but his friendship and infectious enthusiasm were of great support during the fundraising period. A veteran of previous successful Kickstarter projects, his advice helped shape our campaign into the successful one you see today. Simply put, we wouldn't have made it without him. 


Bobby Frye has been the primary artist on the project since late 2012. He put in lots of hours on making sure there was a wide variety of enemies and environments-- nearly every dungeon or overland tile set you see in the game is from him. Bobby's hard work has always inspired me to double down on my own pixel art creation, and his whimsical, positive approach to the project helped to keep spirits high while making sure Dungeonmans never took itself too seriously. The process of getting Dungeonmans ready for this campaign was a long one, and Bobby was there every step of the way.

Jeramy Cooke has made a tremendous amount of the core art for Dungeonmans, and was the first person to help me realize the game's true potential back in 2009. A short list includes the kick-ass Dungeonmans logo, sinister bandits and sneaky Lizardmens, and those bright, colorful potions and coins that became the standard for Dungeonmans' vibrant style. I'll never forget when he told me "Hey, I just got inspired in the middle of the night and had to draw these" then handed me this awesome collecton of boots. He showed me what Dungeonmans could be and taught me much about working with art and artists, knowledge that made this success possible.

Lorraine Herrera created most of the fantastic armor and weapon sets you see in the game, as well as the graveyard environment and props. She has a knack for making cool loot that really comes to life. From the scrubbiest robes and Caster Skirts to gleaming suits of platemail and gigantic axes, she can sell power and potency in a single look more effectively than any collection of numbers and dice could ever do. She also made a good deal of the game's props; bookshelves, bubbling cauldrons and fizzy alchemical benches just to name a few.

I'd like to thank Wes Parker and Martin Sawkins for their art support during the 2010 Dungeonmans art jams. Wes's Orcs still menace Dungeonmens to this day, and Martin has been a friend and comrade at arms for years now, being a part of both Dungeonmans and other projects, some successful, some not so much.

Nick Arnold, for his brilliant illustrations, one of which serves as the title screen for Dungeonmans. Westly LaFleur for his charismatic, active heroes and townsmens.

From the code side, I'd like to extend thanks to Patrick Lipo and Don Eubanks, two fellas whose friendship and support of Dungeonmans would be worth a mention by itself even if they hadn't pitched in during the 2010 game jams to help shore up parts of the game that needed it. Patrick wrote a great Trap system full of smoke clouds, whirling blades, and walls of fire that still works; the only thing keeping them out of the Summer Preview was my inability to get the art we needed. Don's input system is still the core of player interaction and will make the upcoming task of adding mouse and joypad control to the game much easier.

I'd like to thank Brian Jeffears for his support and evangelism of Dungeonmans, support that goes all the way back to 2010 when the very first version was released on the web. Brian is a boon to the entire roguelike community, as he is always encouraging people to check out and explore even the smallest and most obscure titles, evaluating the good in them and fostering the spread of new ideas. His positive attitude and energy are a large part of what convinced me that it would be possible to take Dungeonmans from hobby project to marketable game.


Finally, it would be criminal to leave out my thanks to Allison, my lady love, who has stood side-by-side with me for the entire journey. Our shared love of roguelikes was just one of a million overlapping interests we discovered together, and there's not a single facet of the game all of you are enjoying that hasn't been touched by her in one way or another. Taking the leap from (relatively) stable AAA work to real independence required a lot of courage, the likes of which I'd never have found if it weren't for her.

Alright, enough talk. Back to work!


Comments

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    1. flit on

      Loved the progression in art and how it was possible to tell at a glance if something was from a nicer set. It's hard to get all of that fancy into a tiny tile!

    2. Roger Yates
      Superbacker
      on

      That boot collection IS very handsome. Do you know if it's seeing anyone?