Post Pax Update
PAX is officially over, and I want to thank everyone who stopped by! We had a great show and got a lot of extremely helpful feedback. I especially want to thank everyone who shared stories about their personal struggles. I know it is really tough to share, but I appreciate people opening up to me. I am really happy that Neverending Nightmares can influence the dialog people are having about mental illness.
Through the game and my developer diaries, I want to work towards removing the stigma associated with mental illness. Besides having OCD and depression, I also have asthma. Why is that a socially acceptable illness but OCD isn’t? It seems ridiculous! I was born with both. Neither are my fault, but asthma is so easily accepted whereas OCD is misunderstood.
Overall, PAX was quite amazing. It was really great to get the game in front of people and to hear their reactions. When I look at the game, it is hard for me to see past all the things that I need to do on the game (add enemies, more interactions, etc). However, everyone who played the game seemed to really enjoy it (as much as one enjoys a horror game).
I also did a number of panels with some of my favorite game developers like Brian Provinciano, Alexander Bruce, and Andy Moore. I organized a panel about making personal games with Ryan Green and Josh Larson, the developers of “That Dragon, Cancer” and Felix Park, the designer of March (part of the IGF finalist game “The Mindfulxp Volume”). It went amazingly – even better than I thought was possible! The panelists had really great opinions about designing personal and artistic games. We had some great questions from the audience.
On the panel, I tried to speak as fast as possible and stumble on to something good. It was in stark contrast to Ryan Green who spoke slowly and deliberately but had amazing wisdom and insight with everything he said. Overall, I think it was a really special panel, and I want to thank everyone who made time in their busy PAX schedule to attend it.
Neverending Nightmares also got a lot of positive press. Adam Sessler from Rev3 and Patrick Klepek both seemed to be really excited about the game and what we are trying to do. Patrick talked about the game on the live Giant Bombcast at PAX, which was really great and Adam mentioned it was one of his favorites at PAX Prime:
Hopefully all the new players and press will bring some new backers and get us closer to our goal. We are at $20k, which is super great, but we still have a long way to go.
Also, some people are having problems running the demo on their computers. We were rushing to get our kickstarter up and didn’t have a lot of time for compatibility testing. I am very sorry about that! I will try and work through some of those issues after I get back and caught up on work.
Finally, I'd like to thank you all so much for your generous support! Even if the kickstarter is unsuccessful, it feels really great to know that almost 800 people believed in me and what I am trying to do so much that they wanted to put money into seeing the game completed. Our backers are amazing!
I want to write so much more and upload some fun show pics, but I am completely exhausted and need to get some sleep.