We are Y/CJ/Y, also known as Christopher and Josef, a game development duo from Gothenburg, Sweden. We met in University and decided to start making games together after realizing we had the same goals and ambitions and that it was really fun making our first game, Keep Walking, together.
We've been working as Y/CJ/Y for three years now and have released a couple small free games and one commercial game: The Aquatic Adventure of the Last Human, which we had a successful kickstarter for back in 2015.
Christopher does the programming, while Josef does the pixel art and sound effects. We feel like we're getting a lot better at making games and constantly learning new things. So supporting us now will not only be supporting this project but others to come.
With experience from our previous kickstarter we can safely say that the funds used for PR, and the community we got to know was imperative to our ability to make a living out of making games. Having a kickstarter gives us the opportunity to stay independent with a guarantee that we'll have the money to finish the game and give it a proper release even if we don't have a publisher. Also, it's more important than one would think to feel like there are people behind you, supporting what you're doing. Your generous support will be used to pay for:
PR company to help us release the game. They will give it the final push to the press, streamers, and influensers of all kinds. Thus, providing us with the audience we'll need to sell the game.
Professional poster and T-shirt commission. To make it worth the printing of posters and T-shirts we'd like to have a professional artist make a poster design that we can also use as a banner for the game.
Quality control and testing. This game as a lot of individually designed levels and playable monsters that we want balanced but which can also interesting strategies. The best way for this is to do proper extensive testing with people that care about the project. Cultists.... we need cultists.
Development + Marketing costs. These include traveling to festivals, showcase spaces, new computer parts for unforeseen disasters, and any paid help we'll need with music and SFX.
Kickstarter Budget Breakdown
Rewards! Rewards! Rewards!
Risks and challenges
We have been working on Sea Salt for the past 6 months now, and believe that we'll need another 6 months to complete the project and uphold our vision of the game. We are working on this project 100% of our time and will do whatever we can to make it as good as we are capable.
Our biggest challenge now is to have the funds to be able to release the game properly and make sure we the necessary audience to make a ripple in the vastly increasing sea of indie games. We know, from our previous Kickstarter experience, that 50,000 SEK will give us the funds to fulfill the rewards and pay for PR and some extra development costs but it won't help us pay the rent or food, but that's fine.
Besides the clams, our design challenge is to make the game balanced so as to invite a lot of solid strategies but also some unforeseen experimentation. This is just another reason why we want this kickstart to go through; having passionate supporters that are willing to test and improve the game with us will be invaluable.
A million thanks for reading this far, and we sincerely thank you for your interest in Sea Salt... we can't wait for you to play it!
- Y/CJ/Y aka Christopher and Josef
- (28 days)