by Matt Gilgenbach
Matt, i thank you very much for the video. It goes deep in my heart. It is so good, to get a thank like you did it.
Oh my God! When did it go so high?! Fingers super mega crossed. I will keep my eyes peeled and tell people here and there who might be interested.
Redfoxzero - Thanks man! I love you and all the backers. :-D You guys are the greatest!
Matt I love you man from kuwait .... ( I'm not a Gay) no hart feeling
It does feel really great! According to my steam stats on Retro/Grade, we've only sold 5,015 units (most of which on sale), so I think we are off to a better start for Neverending Nightmares. :) I just hope we can get the budget we need. I'm kind of looking forward to 7 pm Pacific today when the 48 hour reminder e-mails start going out, but I'm also kind of dreading it because that means we only have 48 hours left... We are having a pretty strong day, but we need to have amazing days for the rest of the kickstarter.... I am nervous! I think we can still do it, but I worry...
Wow, such whiny dev diaries!
Seriously, though, it must have felt pretty good, in that video to say "...the Neverending Nightmares community..." ! Many indie devs can't point to anything more than half a dozen forum posts on their website and claim that's their "community", even for a finished and released game. Contrast that with those inside, and out of, the development community who've come out to promote you with videos, podcasts, written articles, social media activity, and word of mouth... in addition to almost three thousand fans pledging cash here. You *do* have a community. You built that :-)
I did read about David Johnston and the unfortunate saga of the Adventures of Shuggy. Unfortunately, I'm sort of at the end of my rope here after 5 years of indie development and very little money made. I've tried to do a lot of different things (consulting, contracting, etc) - none of which has really worked out for me...
I totally understand! If you haven't reached out to David Johnston you should. He has a similar story from the UK and worked ok The Adventures of Shuggy for three years then thought getting a publisher was a good idea and spent a year making fixes for a publisher who could care less about him. Though he's finally found success after plenty of XBLIG games and Steam.
Just hear Matt on gamespot gameplay that made me even more excited for this game.
Today looks like it's gonna be a good one!
All the best! Now the sprint for the home plate! :D
Edward - Thanks! :) I want to let backers know that I am serious about putting in the work to make this happen. I feel like there have been a number of irresponsible kickstarters (Clang being the worst of them... "Oh wait, we had to make a game for you?"), so I think it's important to establish to backers that this project is a good investment. I do hope it really pays off! It's going to be a tense 55 hours!
You're definitely one of the Kickstarters I've seen put in the most work to their campaign (and I've backed a few) and it has to be paying off.
Thanks for all of your support! When I speak of the failure of Retro/Grade, I'm speaking of the financial failure. Critically, we have an 80% on gamerankings.com, which is quite good. The only game I've worked on that did better than that, was Ratchet & Clank: Size Matters, but we were creating a PSP version of a much loved PS2 game. However, the sales for Retro/Grade are mindblowingly bad. To give you an idea, Steam says we have $23,988 as our lifetime revenue (that is before the Valve cut and taxes and all that). For a game that took as long to develop as Retro/Grade, that really hurts... The PS3 version has done a bit better, but it is harder to calculate, so I can't say off hand what our numbers were like there.
There is an interesting conclusion to draw from this - getting on Steam or a console doesn't ensure your title's success - nor does making a good game. There are a number of indie developers that see their barrier to success as just getting into Steam (or on a console), but at least for us, that wasn't the case at all. It's a tough time to be an indie dev...
@Frances I had never got around to playing it. I think that is what he meant by the failure. it could have been a good game but not much recognition.
Matt, I saw the video from the greenlight and before I even saw there was a demo I was already on kickstarter saying I want this to happen. I have no doubts that this game will be a massive success. And I will be backing you in the future. Havent gottwn a chance to play retro/grade yet but from how it sounds it will be good when I finaly do get my hands on it. Hoping for the best and will be upping in the final hours.
It always makes me so sad when you talk about the failure of Retro/Grade, since I love that game!
I really hope we can get this awesome game funded!
Goodluck man, this is calling it close! C'mon people!
We can do this Matt! Being one of the biggest fans of Retro/Grade I really want to help make this a reality. When the last hours role in I'll to chip in a few more dollars.