What if you could back a game on Kickstarter and play it as soon as the project was funded? And then receive a new game the following month? And the next month? And the next? What if you could participate in the process and shape the direction of each game?
Six games in six months. Crazy? Yes. Possible? Totally! Here’s how we’ll do it: Each month backers (of $15 or more) submit and vote on a theme. We build a game based on the winning theme. In three days. Then everyone gets to play the brand new game. Based on player feedback and our original aspirations, we polish and perfect. For thirty days. Then backers download a complete version of the finished game. Rinse and repeat!
Along the way we document our process and progress with screenshots, posts, and podcasts. Backers (of $25 or more) download the complete version of Super Clew Land as soon as the Kickstarter is funded!
Update We contacted a few of our indie game heroes to pull together a selection of amazing games that all have their origin in game jams or rapid prototyping. This pack will include special DRM-free, Mac/Windows versions of each game. And every backer who pledges $25 or more will get the Bonus Jam Pack as soon as our Kickstater is funded!
The Ludum Dare game jam at the end of August was our first time collaborating. Together, over a three day weekend, we created Super Clew Land. Somehow everything clicked. It wasn’t effortless but it felt worth the effort. We should have been exhausted—okay, maybe we were a little—but we didn’t want to stop. We didn’t want to stop working on Super Clew Land and we didn’t want to stop making tight little focussed games within thematic and time constraints.
We’ve jammed on games before, usually solo. But after each jam our focus always returned to prior obligations. “Wouldn’t it be cool,” we thought, “if we could do this more often?” So we hatched a plan. We would continue working on Super Clew Land for thirty days to prove to ourselves it was possible. It was. The process was just as fulfilling as the original three days. That brings us to now. We want to do it again. And again.
Shaun Inman Creator of The Last Rocket, one of Edge Magazine’s Must Play iOS Games. Independent designer, developer, and composer. Favors the even numbered Final Fantasies.
Rusty Moyher Creator of Bloop, Indiecade 2012 Finalist. Filmmaker. Game Designer. Storyteller. Regularly plays Starcraft with his three brothers on Christmas Day.
Matt Grimm Composer and sound designer for Flip’s Escape. MML maestro and master of the NES's four meager sound channels. Twin Galaxies record holder for Burger Time (NES).
Give the Gift of Retro
Each gift includes all six games created during Retro Game Crunch plus Super Clew Land Complete and the Bonus Jam Pack. That's five extra games ready in time for the holidays! Just add an additional $25 for each gift to your pledge.
In some countries you can't donate directly on Kickstarter. Instead you can buy a prepaid Amazon cash card and use that for your donation. You must add $1 to the reward amount so the donation will go through. This thread explains how to make it happen. Sweet!
We have an opportunity. Our team is assembled. We have a plan. But we can only do this with your help. We sincerely appreciate anything you can contribute. Let's make Retro Game Crunch real.
Risks and challenges
Our biggest challenge will be burnout. We promise to take regular breaks, drink plenty of water, and remain functioning members of society. After each three day crunch we'll have a full thirty days (one month) for polish. Between the two phases we’ll take a few personal days to recharge so we can stay fresh and focused.
First and foremost, we want to create games that are fun to play. Can you make a fun game in such a short time? We think so! Between the three of us, we have lots of experience with short, focused game jams. What hurts most games is unfocused gameplay. With only three days, we are forced to zero in on what makes the game fun and unique.Learn about accountability on Kickstarter
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