Kung Fu Superstar: Become the Ultimate Martial Arts Stuntman project video thumbnail
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£94,010 pledged of £200,000 goal
By Kostas
£94,010 pledged of £200,000 goal

15 Hours to go

Around 24 hours ago we posted an update asking a simple question:

"What can we do to send out the message to the world, that Kung Fu Superstar is a game the gaming community wants to see get made?"

What did you do to answer that question? You doubled the funding pot!

Yup...in one day you added to our total almost as much as we had gathered throughout the whole campaign so far.

It's been extremely touching to monitor your response to our cry for help as the Kickstarter draws its last breaths and watching how you rallied around this cause really raised our spirits.

With 15 hours left we now ask you:

How much more can we push? How much louder can we raise our voices?

Can we break through the 50% / £100,000 barrier? Can we reach 75%? 90%?

If you are watching from the sidelines, now is the time to jump in. It is, quite literally, your last chance to show the world you care about innovative concepts and a revolution in action/fighting games. If you have already backed, but haven't raised your pledge, now is the time to do it. And if you've done all of that and wondering what else you can do, get on your Facebooks and Twitters one last time and get your friends, family and followers to take one look, one last look at our videos and our demos, which we so painstakingly worked on.

Thank you and we'll see you on the other side!


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    1. KevinP on December 5, 2012

      Best wishes for the future guys. I hope this will get made...somehow.......... Regards.

    2. Andrew Casey on December 4, 2012

      I am incredibly sad that this didn't get the funding that I feel it deserved. I hope the team developing this finds a way to come back and revisit this idea in the future, and that it bears fruit for them.
      I love the idea, the execution looked great, you had my money halfway through the first video. I guess if there was anything else to say it would be to not lose heart!

    3. Angel on December 4, 2012

      As a hardcore PC gamer and a Wing Chun enthusiast (and part time practitioner) I can tell you that I would have bought a freaking Xbox 360 Kinect just to play this game with "motion controls". This is the most awesome game concept I've seen in years and it's really a shame that it will not get the funding it deserves.
      Is there any hope you will get the funding through other means? Or any chance for a more publicized Kickstarter campaign?

    4. Corellianrogue on December 4, 2012

      Yeah, most of the headlines I saw included "Gamers Hate Motion Controls" in the title. I would disagree though, it's more like "Certain influential websites who demonstrate in their own videos that they can't even play Kinect games properly tell gamers to hate motion controls" lol!

      I'm sure there are a lot of great games that have been affected or maybe even cancelled *cough*Milo&Kate*cough* because of so-called professional videogame journalists' attitude to any games that use any other control method instead of/in conjunction with thumbsticks and buttons, which scares publishers and puts off some gamers.

      Having said that, it doesn't help that Microsoft didn't back this game in the first place. (And haven't made more core Kinect games themselves, especially at launch where they didn't have any and there were only a couple from other companies.) It boggles my mind that Microsoft used a martial arts tech demo to publicize Kinect in the first place but then not only not release any martial arts games themselves yet but reject one submitted by an employee of one of their own companies. How does that make any sense???!

    5. Kostas Creator on December 4, 2012

      @Corellianrogue Yeah it's funny what's considered newsworthy :) A fighting game in which you can jump between drastically different control methods on the fly is not newsworthy. A fighting game that uses and teaches real martial arts is not newsworthy. However... a developer talking about the various reasons why their Kickstarter is not going so great *just one of which* happens to be justified negativity towards motion controls? Definitely newsworthy...and lets also make the headlines all about how the developer said "gamers hate motion controls". Let's not really emphasise the fact the developer agrees with gamers on this though. Nor should we draw attention to what the developer is doing to change things on that front... ah well... :) This is not a new thing so I am not sure why I am surprised...fictitious controversy beats positive reporting any time of the day.

    6. Corellianrogue on December 4, 2012

      @Niall I noticed the number of backers went up a lot so it's not just previous pledgers upping their pledge. Also the "rewards sale" could have encouraged previous pledgers/on-the-fence non-pledgers to pledge more too. Plus there was a bit more press exposure over the last couple of days, even if it was a bit negative in the sense that the articles I saw were just saying "Oh no, it looks like Kung Fu Superstar is going to fail its Kickstarter." (Shame they couldn't have talked about it more previously in a more positive manner!)

    7. Sleeperwaking on December 4, 2012

      @Niall On the other hand, it might encourage people who don't like to back seemingly unpopular projects, which might then encourage more people and etc. I agree that the backers who have massively inflated the total by jumping in at the £5k tier have overegged it, although there were some in at that level before all this kicked off. I personally have increased my pledge, but I'd still be willing to pay that amount if this does go ahead.

      Anyway, 100 more backers in a day or so is still something to celebrate!

    8. Kostas Creator on December 4, 2012

      Niall you raise extremely valid concerns and I agree with everything you just said.

      The counter arguments are that we calculate the number one reason for the low number of backers as being "low exposure from the press". When we first announced the project the ripples it caused were about 5 times as loud and far reaching as this Kickstarter campaign (we have used various metrics to come up with this figure but just to give you a quick and dirty example, our Announcement Trailer has been viewed about 130K times. Our Kickstarter videos have been viewed 25K times). How is this possible? Like I say, major gaming websites who where all over our announcement story never (in the 35 days) of this campaign reported on it. We have no idea why.

      However this, as I am sure you appreciate, plays a massive difference in the "there seems not to be enough interest to drive this project to completion" statement that you make below as, if one doesn't know about something clearly they can't know if they are interested in it. Visibility is key with Kickstarter and while it wasn't our campaign's only problem in our humble opinion it definitely was the biggest one.

      What does that have to do with this last push you ask? Well, a bursty increase in our numbers is a story in itself so this drives more people and press coverage to the campaign so that the number of backers does eventually increase proportionately to the increase in pledging. And while I think you underestimate how much fans of martial arts are willing to spend on a project like this (ask me how much I pay for my yearly tuition fees at my local dojo), I do agree with you that we can't make this game for ~500 people.

      The good news is we won't, like we've said in various statements and interviews. Unless the number of backers magically matches the funding amount there's no way we'll go ahead with this. So no need to worry there.

      Why encourage this push then? Because like we said we believe it's important for this message to propagate to the higher tiers of the games industry. You yourself backed the project so I am sure you are a fan of innovation and you'd like to see fighting games do something radically different in the years to come. If you don't express that desire to the people who create the content you consume they will never do it, since they can make their money off you anyway without going out of their way to innovate. That's what we are trying to change with this project and if we can't do it ourselves at least we can trigger a loud enough cry so that the change happens anyway.

      We don't think this is "presenting the project as something more than it really is" as this is exactly what it is trying to be: a beacon for progress in a side of the games industry that hasn't experienced any for many years now. And if it can't be this beacon directly, maybe it can be indirectly.

      I am sure you probably still disagree with our position, but at least this hopefully gives you some insight as to why we stand where we stand on this.

    9. Missing avatar

      DancingOmelette on December 4, 2012

      Honestly, it seems like a bad idea to encourage your handful of backers to artificially increase their pledges to pretend the game is worth more than it is. You're telling people they should pretend they're willing to spend more than they really are, because they won't have to anyway - but what good is hitting 90% if you know you only did it by getting pledges that don't represent what people are really willing to spend? The current numbers suggest that each of your 512 backers is willing to spend an average £164 on this one game, which is something I very much doubt. I'm sorry that there doesn't seem to be enough interest to drive this project to completion, but that's the truth of the matter - you can't make a game this ambitious for 512 people! I don't mean to upset anyone here, but it seems like all this kind of artificial inflation of the funding figure will do is prolong the point when you ultimately have to admit defeat, and maybe cost you more in the long run.