Goal reached! Thanks everyone! This means I can put in at least another 3-4 months of fulltime-overtime work on this project before I have to start looking for part-time work to pay bills. Anything beyond the $3k will add to the number of months I work fulltime on this. I'm on Patreon too if you want to support the project there.
You can also join the community and follow development on Discord.
I've been working on a fangame since 2015. This Kickstarter is funding the Steam edition.
Key features of the Steam edition:
- Online & local multiplayer - up to 4 players.
- Adventure mode - solo or co-op, play through many styles of levels such as platformer, run-n-gun, and Metroidvania.
- Battle mode - casual mode and competitive mode.
- Indie characters - each kept very true to their games, retaining their look and most or all of their abilities/controls (some will have a few changes for more balance/fun). They even keep their same health meters and inventories.
- Character modding - everything in the fangame is an example of the mod potential.
- Skin-modding & Steam Workshop - reskin the characters, levels and menus with your own artwork, share via Steam Workshop. This includes swapping out sound effects, music, healthbars, items, etc. Skins will work seamlessly when joining online matches too: You'll automatically get other player's skins and they'll get yours.
- In-game level editor & campaign maker - create levels & campaigns using different themes/tilesets (the above-mentioned styles for Adventure mode). Lots of enemies & bosses available.
- In-game Workshop browser - get new skins & campaigns right at the character select screen with a couple button presses.
- Character-specific item system - each character gets their own items & upgrades from the various item containers.
- Full gamepad support - including original SNES controllers (via USB adapter).
My Kickstarter Promise
I promise to work on this game for at least another 3 years. A lot of Kickstarter games end up abandoned or put on hold, especially ones that didn't meet their goal but it even happens to successful projects. Either way, I guarantee that won't happen to this project (unless I die).
I'll also never go dark. I'm promising to live-stream development to Kickstarter/Patreon supporters at least 5 (usually 6) days a week/49 weeks a year (on average).
Player-friendly business model: NO DLC!
There won't be any paid DLC or micro-transactions. Instead, you pay once for the full version and you'll get all the current & future content. I won’t be selling skins since you can upload your own and easily share them via the in-game Steam Workshop browser.
The only extra in-game content for sale will be badges & early access to characters before they're finished, but once they're finished they'll be released to everyone else.
Since 2016 I've been working overtime hours almost every week on a very ambitious fangame called Super Clash Bros. I was able to work on it full-time because of the money I made from my last game (Murder Miners) along with borrowing from family/friends/credit cards.
But now I’m broke and in debt. I stubbornly went without another job all this time because I want to work as many hours as possible on Clash...I’m kind of obsessed with it.
Recently I’ve started Uber driving to pay bills. I really don’t want to do this. I would much rather spend that time making games. So I'm here to fund a sellable version of Clash.
Clash Bros has been my dream game since I was a kid in the 90’s, but it wasn’t until summer 2015 that I finally decided to get it made, so I hired the developer of another fangame to code the game for me. Summary: it didn’t work out and it cost me $9,000. Fueled by this, I got over my self-doubts, learned to code and started making it myself in 2016.
It’s been 4 years now and I figure since my passion for this game is still maxed out and I don’t see that changing, then I should commit to this moddable edition and go all in on the Clash franchise (Clash3D is definitely happening someday too) and make it one of the main focuses of my career.
So I'm committed to this for at least another few years no matter how much is raised here. Dwarf Fortress has been getting updates since 2006 with no end in sight. That's inspired me and I expect something similar for Clash. I want every project that I work on to be "the best" in its category. That takes a lot of time.
Indie characters so far
- Fight - A Robot Named Fight!
- Yuri - Out There Somewhere
- The little girl - Chronicles of Teddy
- The Orderous Keeper - Skelly Selest
- Wum - Wuppo
- The Wanderer - Electronic Super Joy
- Murder Miner - Murder Miners
- Cyborg - Super Cyborg
This is the roster so far. The more we raise here the more I can afford the licensing fees for the more popular characters. I’ll add as many as I can, whichever are fitting, have a fanbase, and are licensable, so expect this list to grow a lot.
What is the money for?
- The first $3k: Living expenses (includes helping take care of my daughter) so I can keep working 45-60 hours per week on this project and not spend 25 of those hours Uber driving.
- If we go well beyond $3k, it'd still be used for living but also the following things:
- Licensing fees for popular indie characters
- Hiring artists for cover art, character portraits, etc.
- Software, misc assets.
- Going to conventions
- Stress relief. If this makes enough maybe my girlfriend will stop arguing that I get a normal job. These arguments have cost us so much time and they stress me out which makes it hard to focus. I don't want another job. This is what I've always wanted to do and I'm hellbent on making it work.
Why is the goal only $3,000?
It's so low because I'm continuing work on this game for several more years no matter how much is raised here. This campaign, along with my Patreon and the eventual Steam income, will determine how many months of full-time development I can put into it. If $3k is raised, that would give me only about 3 extra months of full-time work, so I'm hoping to raise much more than that so I can work another year on this full-time instead of part-time.
However if less than $3k is raised (meaning I get nothing because of the all-or-nothing funding model) then that tells me I need to downgrade this to a hobby and work no more then 5-10 hours a week on it. I'd still keep it up for the next several years just for fun since I really enjoy making it and I’m 100% determined to reach a v1.0 release, but it'd be delayed by a few years.
- <$3k: I get nothing. Make this just a hobby, cut features, work on it 5-10 hrs per week.
- $3k: Project gets another 3 months of 45-60hr work weeks, then it's down to 25-35hr work weeks until the Steam release or my Patreon bring in enough to quit Ubering.
- $12k: Project gets another year of 45-60hr work weeks. Within a year the game should be out on Steam and hopefully making enough to continue this the following years.
Balancing the characters
Clashing art styles
Also in the FAQ.
Risks and challenges
One of the challenges of indie game dev is staying productive and working a consistent 40-60 hours almost every week since you don't have a boss looking over your shoulder. So I'm live-streaming development every work-day so my backers/patrons can monitor me instead. This maximizes productivity and keeps me accountable.Learn about accountability on Kickstarter
- (26 days)