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Play as scoundrels attempting to escape ever-shifting dungeons in a stylish physics-based Action RPG: for PC, Mac, Linux, iOS, Android, OUYA
Play as scoundrels attempting to escape ever-shifting dungeons in a stylish physics-based Action RPG: for PC, Mac, Linux, iOS, Android, OUYA
4,534 backers pledged $150,745 to help bring this project to life.

Stretch Goals!

Posted by Pixelscopic (Creator)

Hey, everyone! While we were busy celebrating the Kickstarter's completion and forgetting to post more updates, you all went and boosted the campaign from the $75,000 goal all the way up to $100,000 in the last 3 days. What?! That's amazing. And a huge warm WELCOME to all of our new backers!

So let's talk about those Stretch Goals, huh?

We've already unlocked the Linux Goal at $85,000 and the first expansion at $100,000. To keep better track of how the campaign is doing, we added a fancy progress chart on the front page. Just scroll down a little bit to see how we're doing, and read more info on each goal.

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Linux — $85,000

- ACHIEVED! -

We are now adding day-one Linux support when the game releases for desktops in October 2013. (Originally, the Linux release date was TBD 2014). Basically, this Stretch Goal allows us to bring in some additional programming support to help us work on porting our engine. Way quicker than having our one programmer work on the game and do the Linux port, huh? We're really glad that this one was reached, because we are truly committed to supporting as many platforms as possible, as soon as possible. So thank you for pledging us up to this tier, and congrats to all of our Linux users!

Content Expansion #1 — $100,000

- ACHIEVED! -

We will expand the game with an additional character and another zone (with unique enemies, boss, etc). We originally had this zone in our design documents, but cut it to keep the game on a more reasonable budget. So with this achieved, you now get our "original vision" for the game, complete with all of this content in the base game. This will very likely be available on day one of release, integrated directly into the game and story. The content will be added to the game for everyone that purchases it — no separate download or purchase for anyone! This means that our Kickstarter backers are directly adding to the game, making it a richer experience for everyone. Thank you!

4-Player Expansion — $115,000

- NEXT GOAL -

If we're able to reach this stretch goal, we will add local 4-player modes to the desktop versions of the game. There are two modes: Deathmatch and Horde Mode.

Deathmatch will be an awesome competitive mode, where up to 4 players can duel it out in custom-designed arenas, while trying to avoid traps and grab randomly dropped power-ups. Our goal: Super Smash Bros. meets Zelda: Four Swords! We want this to be an amazing party game for you and your friends.

Horde is a cooperative mode where a group of players battle waves of spawning enemies. The goal is to survive as long as you can, and the game will track progress like number of waves and number of kills per person. This will be our ultimate high-score arcade mode!

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So what can you do to help us hit the next goal? Besides giving us more money, that is ;)

PROMOTE THESE GOALS!

We will really need some additional promotion to get to the further stretch goals, including the 4-player modes at $115k. At this point, we've contacted about as much press as we can. So since we're crowd-sourcing the funding of the game, why not crowd-source its promotion too? Here are some easy things you can do!

1. SHARE any articles and YouTube videos about Delver's Drop with your friends. Most articles will have a share or like button so you can post it to Facebook or Twitter. Try sharing these articles:

2. BIG TIP to Drive Interest: A lot of people have probably already heard about the game, so writing a generic "Support Delver's Drop" post may not help. Find something specific and interesting to talk about — things you are excited about, a specific unique mechanic, a character class, part of the story that you find interesting... anything that can "hook" people and get them interested! Look through our updates for ideas if you haven't already.

3. POST UNIQUE INFORMATION about us on forums or targeted social media. Focus on any forums that are about RPGs, indie games, old-school style games, roguelikes, etc. Especially as we approach each stretch goal, it would be great to get a new community excited about something like the 4-Player Deathmatch Mode.

4. Best way to Tweet / Share: Whenever you share information on a social media forum like Facebook or Twitter, make sure you link back to our official account and to the Kickstarter campaign. For example, make sure you use @DelversDrop on Twitter, and if you do the same thing on Facebook it should auto-complete a link to our page. This helps people find information immediately. Here are some examples:

  • Facebook: New Action RPG game @Delver's Drop is getting close to its 4-Player Deathmatch goal on Kickstarter. It's like Super Smash Bros. meets Zelda! Help by backing it, and you'll get the game on 6 platforms for the price of one! http://kck.st/XYC2QP
  • Twitter: Action RPG @DelversDrop is approaching its 4-Player Deathmatch #Kickstarter goal. It's Super Smash Bros. meets Zelda! http://kck.st/XYC2QP

Also remember to like and re-tweet anything that we post on the official Delver's Drop accounts.

5. Don't spam though! Please try to focus how and where you share, and who you share with. Try to reach new audiences who would be interested in the game — more than just blasting random people with the info. Also, please do not bug journalists or famous game developers! Well, unless you know them personally and walk their dog regularly or something.

6. Back to the Basics: Some of these you might have done already, but please look just in case!

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Thanks again! As I was writing this, we actually passed $100,000, so I had to go back and rewrite it! Man, this campaign just keeps climbing. You are all amazing!

Comments

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    1. Pixelscopic Creator on

      We are anticipating that both LAN and multiplayer on the same computer will be possible. Just not online multiplayer.

    2. Miles Matton
      Superbacker
      on

      Does local here mean on the same LAN, or on the same computer?

    3. Pixelscopic Creator on

      @Alexander - the horde mode will probably be similar to what you describe, but will not have large continuous dungeons - it will likely be a series of single-room arenas that you switch to every 20 waves or so. We're still determining the details, so that's not 100% guaranteed, but I would say it is a goal. We just won't be able to make a full 4-player campaign (that would be a huge level design and QA burden).

    4. Alexander R on

      Having read about these stretch goals it occurred to me that another multiplayer game mode expansion would be in the ilk of the original Gauntlet... 4 player level progression vs hordes.

    5. Pixelscopic Creator on

      @Peter - thank you!

    6. Peter Emmanuel Diktakis on

      So glad you guys have achieved, as well as exceeded your goals. So excited for the game, seriously! Good going, guys!

    7. Pixelscopic Creator on

      @Chris - YES! CORRECTION - 4-player multiplayer would be available on Ouya and any possible future console ports as well. Just not on iOS or Android mobile devices. Unfortunately I can't edit the above post now (it's locked down after sending), or I would fix that.

    8. Brendan on

      I hope we get the 4 player co-op stretch. Would love to kill stuff with friends.

    9. Missing avatar

      Chris Lord on

      4-player local multiplayer only in the desktop versions? Surely it'd be most appreciated on the Ouya/console versions? Still, good stuff :)