Hey there Kickstarter... Great news, we've been fully funded and Go!Short is going to get made!!
If you've arrived here too late to join in the fun, then don't worry, you can still get in on the action by visiting the following link and ordering your very own copy here: gorollplay.bigcartel.com
Whilst you're doing that, why not follow @GoRollPlay on Twitter, Facebook, or visit our website. Also, if you're interested in seeing what we do for a day job, then take a look at www.sameslittlejohns.co.uk
Before we dive into our pitch, we thought that we’d say a quick hello and put some faces and names to the game.
Go!Short is the creation of David, Ruth and Chris, three troubled creatives locked away within a dimly lit studio space, set within a 250 year old former Customs House, located in the historic maritime port of Falmouth on the far West Coast of England.
By day we run a small branding and design agency — for those interested you can see our work at www.sameslittlejohns.co.uk — doing our very best to create inventive and intelligent responses to challenging communication problems, and by night we now find ourselves studying hard in the school of Kickstarter trying to bring our very first serious personal venture to life!
So it’s down to you — share our idea, follow us, talk about us, tweet us, challenge us, or poke us if we ever go quiet… if you believe in our idea as much as we do, then we're going to need your help to bring it to life!
Ideal for amateur game players like ourselves, who rarely seem to win anything where strategy or a higher level of general knowledge or intelligence is involved, Go!Short is one of those simple classic games based entirely upon luck.
Unlike most conventional board and dice games where you aim (or hope desperately) to roll high so to be first past the end post, in Go!Short you’re going to be a winner if you roll low.
So easy to pick up, great fun for kids, families, and even sensible mature adults (such as ourselves), Go!Short is a fast paced game that has us all on the edge of our seats, as for the first time ever we’ve found ourselves praying to roll low so to avoid crashing out of a game.
Given the game play is so simple, we’ve taken this as a cue to inform its overall presentation. Working with iconic dingbats and arrows, supplemented by a clean layout with primary colours, all these features come together to reenforce the classic feel of the game.
1. With the ‘board of play’ made up of just six tiles, each player takes a turn to throw the die and move along the corresponding number of spaces. Note, you start the game off the board!
But with there being only six tiles, what happens next we hear you cry?
2. Following a complete round of throws, any tiles that remain behind the last player are moved and placed ahead of the end tile, so extending the board of play. Simple hey, we now have the basis of an infinitely long board!?
3. Now this is where things get interesting… if you rolled low on your first throw then you’ll find yourself nearer the start than if you rolled high, where you’ll find yourself nearer the end of the board. So this means on the next round of throws, those who are low down the board will have greater odds of surviving than those who are high on the board, who will be at greater risk of crashing out by moving beyond the end tile...
4. The process of each player rolling and moving, then after a complete round, all remaining tiles behind the last player shifting to the end of the board, occurs over and over...
5. All until only one player is left remaining...
Scoring is simple, if you win you get a point, a pint, a treat, to mock the losers, to stand proud, what ever you want. It’s up to you how you revel in the glorying of being a winner!
On the face side of each tile there is an arrow icon, on the reverse side there is a unique action. Within any one game you can pick and chose which actions you wish to make active so to spice things up.
“Go!Short” – If you land on this tile following a throw, then you drop back all the way to the first tile, happy times...
“Go!Long” – If you land on this tile following a throw, then you fly forward all the way to the end tile, sad times...
“Go!Stop” – If you land on this tile following a throw, then you… err, miss a go on the next round, so you’re automatically kept in the game...
“Go!Back” – If you land on this tile following a throw, then you fall back one tile...
“Go!On” – If you land on this tile following a throw, then you move forward one tile...
“Go!Again” – If you land on this tile following a throw, then you roll again...
So there you have it, an oh-so simple game with loads of alternative actions, which can be used in any combination so to keep it interesting and different.
We’re doing our very best to strike that fine balance between producing a quality product versus a unit cost that will prove low enough to encourage people to invest and get our first game off the ground. The first incarnation of the game relative to all its parts and materials are as follows, however we do have our eye on various material upgrades and add-ons should we see the game fly!
We’ve thought long and hard about the packages we make available, and feel that we’ve found the best balance with the following options…
We think the fun should start as soon as we go live! So, ALL ‘early birds’ will benefit from the following rewards as a big thank you for (hopefully) helping us bring Go!Short to life…
Yeah! Lower pledges - This is the easy one, lower pledge values mean that you have spare cash to put into other great projects.
Oooh! Special credits - By helping us to achieve our target it’s only right that you we include your name in the instructional guide.
Wow! Free prototype - Be part of an exclusive group of people who’ll be invited to test and review our next game, assuming Go!Short gets funded.
We’ve estimated that if we’re successful in achieving our funding target, then together we would have invested a staggering 360 hours, over a 4 month period, taking Go!Short from the seed of an idea through to shipping them out. Not bad for three people that have to earn a living by doing a day job eh?!
We thought that you guys might like a look at the breakdown of costs to produce Go!Short, so that you can see where the money is going. The following costs are based upon producing and shipping around 116 complete physical sets of the game, that if backed by means of the high-roller option, will help us to achieve our funding target.
In short, if we hit our target then we’ll cover all costs associated with production, postage and fees. There’s NO money in it for us or our studio time. We’re just focused on offering a package that is good enough to gain interest and get the backing.
In case you're wondering about the 'safety net', the thing is, if we get lots of interest overseas, then that 'extra' shipping that is paid adds to our funding total... so in a nutshell if all the backing comes from overseas then we could find ourselves in a situation that means we'd have to manufacture the game out of our own pocket!!
Any financial gain made beyond the funding target will be carefully prioritised in the following three ways...
1. Upgrades to specification. If we exceed our target then our first priority is to reward all our backers by applying material and production upgrades where possible, as much as possible.
2. Investment in future product developments. If we reach a point that there is no more we can do to reward you all by boosting specifications and including add-ons, then we don't want the success of Go!Short to stop there. We would like to take a sensible portion of the investment we have received so to buy studio time, which will allow us to apply more energy and focus towards bringing you more new and exciting projects in the future.
3. Reinvesting within the Kickstarter community. When all is done and the bell has rung time on the project and we’ve rewarded our backers, parallel to buying ourselves a little studio time (that's OK isn't it?), it is only right that we invest something back into the Kickstarter community.
Every year we make a point of showing our appreciation to our clients by designing and making a unique gift as a show of thanks for their commitment to working with us. We’ve done everything from designing and packaging; sets of tea towels, wrapping papers, greeting cards, tote bags, a wall planner and so on. We always aim to do something interesting, seasonal, but upmost practical.
As a slight diversion to this trend, for a few years David has been keen to produce a game to give away, after all it is a time of year where people come together, and we wanted to do something to encourage everyone to step away from the inter-web and other forms of media, and to promote and reengage on a physical level.
If we were going to produce a game then we wanted it to be simple, very simple, but equally so inventive. So, we started by looking at some of the true basic classics and seeing if there were ways in what we could add a new dimension or angle that would change its dynamics, and ultimately inform the development of our own.
Go!Short was actually borne from snakes and ladders. The challenge was, how could we make it more daring and dangerous? Well, we thought whilst you played the game, what would happen if tiles were removed from play, so when you hit a snake, you run the risk of sliding out of the game altogether! This limits the game play, obviously, but it was an interesting idea at the very least.
Next, we then thought, what if the board was only six tiles long, what with a die holding only 1 - 6, then that could prove interesting. Then we had the issue of extending game play, what do we do? That's where action cards came into play!!
The rest they say, is history!
We’ve been on the design scene for quite a few years now, and along the way, the odd idea has sprung to mind that makes us all think, ‘Wow, that’s different, funny, inventive, unusual - we love that, other people would too - wouldn’t they!?’. But as most practicing designers will likely tell you, the safe paid work soon takes over, and that ‘genius’ idea soon gets lost in a graveyard of note books, under developed, on a cluttered shelve unlikely to ever be shared with anyone outside of the studio.
It was around 3 months ago during a quiet patch that we took a flick through a very special studio note book dedicated to recording those random thoughts and ideas we’ve stumbled across during late night pitch preparations, or down the pub with friends ranting about the weeks latest adventures. We call it “The Bank of Genius Ideas’.
This book came to life around 4 years ago, and is full of random things, from daft slogans that would make great t-shirts, to ideas for productivity apps, scribbles for poster prints, prologues for books, concepts for products, storyboards for animations, drafts for sitcoms (yes, sitcoms), and games, a few games.
Basically, whenever we pick the book up we always say, ‘wouldn’t it be amazing if we could make a living out of turning our own ideas into reality, to become independent and to not service clients’. It’s everyone’s dream, right?
Well, we think we know a good thing when we see it, and decided that enough was enough, it was now or never. We get so excited and animated when we look through the book that it dawned on us that only way to turn our dream into a reality would be to put these ideas out there, and to see if the crowd funding community shared our belief and enthusiasm for them.
So, why did we start with Go!Short? Given our strengths and capabilities we felt we were best prepared to deliver on this idea without too much trouble, secondly that it was actually quite an inventive idea that had some legs, and thirdly that it had universal appeal.
Well Kickstarter, we’ve shared our first big idea, let you know what we hope to do with it, what you’ll get out of it, told the story as to where it’s come from and why we’re doing it, so now its over to you to make our dream become a reality, or to discard it into fires of hell to be forgotten. So, any support, advice or help would be greatly appreciated!!
You'll find us under the name of GoRollPlay on Twitter, Facebook and Tumblr. So if you don't think this game is for you, but value the idea, a sneaky little plug, tweet, post, retweet, like, favourite could be what makes the difference between an epic failure or colossal success!!
Thanks for taking the time by getting this far through our ramblings, it's very much appreciated. So here we go, it's now down to you!
Big love from Falmouth - David, Ruth & Chris.
Risks and challenges
We've a combined total of 35 years commercial experience delivering upon a huge and dynamic range of creative projects for clients of all shapes and sizes, so aside an apocalyptic firestorm of rabid badgers raining down on us, we don't see any real risks of not being able to fulfil the task at hand, to spec, on time and to the brief - after all, so much of the work is already done.
Inevitably there will be some challenges along the way, as there is with any project. Specifically, the only challenges we foresee will be ensuring that the suppliers we're using to create the physical materials deliver upon (all) our expectations.
One of the key values that we abide by as a commercial studio relates to commitment, in all its forms. So, for example, if an issue should arise then we'll do our upmost to resolve it without any negative impact upon the promises we've made.
Secondly, we believe that transparency and open communication are key to ensuring our clients (you), remain fully satisfied. So if we do experience an issue that cannot be resolved without some kind of impact upon i.e delivery times, material specification, etc, then we'll share this information with you and how we intend to resolve the issue.
Our first tentative venture into Kickstarter just prior to Christmas see us try to produce a 2015 wall planner. Even though it didn't get funded we still made it happen, we got it printed and delivered to those who did want it anyhow, because we loved it and believed in it. If you should take a look at our planner listing, then you'll see it fades in comparison to the level of time and detail that we've put into this project... the reason being we approached that project unaware of how difficult it actually is to successfully launch and fund a project.
We hope that you'll see from this new project that we're both serious and capable of doing great things.Learn about accountability on Kickstarter
- (32 days)