Author Topic: Delving into Kickstarter. Discussing active crowdfunding campaigns.  (Read 347855 times)

Vasae

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #315 on: February 11, 2015, 03:41:12 AM »
For other Kickstarter-related news there are problems with Godus


You don't say? WarRab also has a rather low asking ceiling, can't say the art draws me in though.

Doomspeaker

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #316 on: February 11, 2015, 04:37:19 AM »
Strength Of The SWORD ULTIMATE looks too good for only 14k. I'll keep a close eye on it because the trailer makes it look like a pretty decent game. Actually, remindinds me of 3d zelda combat, which is a good thing.

At this point I'd really be interested in a "how are some kickstarters doing" part for once. So many games have news spread across multiple sites or have it for bacekrs only. Hard to keep track of what's going on. Not to mention that some kickstarters really tend to slip under the radar.

For other Kickstarter-related news there are problems with Godus


It's the eventual end of what was the downwinding career of The Deciever Peter Molyneux. At this point, if he personally had spit into each backer's face it would have been less offensive than what he did with Godus.

LobsterSundew

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #317 on: February 22, 2015, 01:16:27 AM »
Spooky Poo's HAPPY HELL art style stands out.

Tahira: Echoes of the Astral Empire feels to me like a mix of The Banner Saga with a premise like a 1980s sci-fi movie on VHS.

Infernax is another hype 90s pitch like STRAFE had, but a bit watered down.

Unraveled is an RPG with some better than expected presentation. It has ship-breaking (A booming industry in India) as part of its setting.

It was revealed that Godus was using the Marmalade SDK to build the game. Why is this bad? They promised Linux support, which is effectively thrown out the window by using this SDK. Either they did not care about actually supporting Linux, were overly optimistic that a solution could be found later or some very poor project management happened. This is also strange because 22cans revealed it did have experience working with Unity3D which is a very portable engine.

I did not realize how playable Strength of The Sword ULTIMATE was when I saw it launch. Sometimes what looks like gameplay is an in-engine mockup. Let's Players have been playing a build available through PSN that is much more complete than I expected. That low goal should be good enough for creating a singleplayer campaign that just needs more art assets to populate it. It looks a bit low for multiplayer PVP to have a comfortable budget.
Often a day 1 backer of Kickstarter projects.
http://www.kickstarter.com/profile/iankragh

Doomspeaker

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #318 on: February 22, 2015, 05:40:03 AM »
Infernax is another hype 90s pitch like STRAFE had, but a bit watered down.


Made me laught. While the gory thing certainly isn't up everybody's taste, the game is headed for a good start. It's kinda cool seeing Berzerk Studios try to jump onto making "real" games, because they already delivered solid games in the past.
Maybe what's even more interesting is the structure of the campaign itself. The game is already done and doesn't need a funding to be completed anymore, basically being a more elaborate pre-order system with a 50% price cut.  You think getting a guaranteed game, unlike other kickstarters, will have a big impact on backer influence?


I did not realize how playable Strength of The Sword ULTIMATE was when I saw it launch. Sometimes what looks like gameplay is an in-engine mockup. Let's Players have been playing a build available through PSN that is much more complete than I expected. That low goal should be good enough for creating a singleplayer campaign that just needs more art assets to populate it. It looks a bit low for multiplayer PVP to have a comfortable budget.


Did the KS page ever mention the playable version? I can't remember seeing it on there. Anyway that's certainly good news.

Godus


What ... this is ... I don't even ... *sigh*

LobsterSundew

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #319 on: February 25, 2015, 04:39:04 AM »
Pebble Time broke a funding rate record by achieving $1,000,000 within 49 minutes.

Don't Be Patchman is another bizarre game.

World of Callisto is another weird project. Turn down your speakers because the audio is a bit too loud when a ship's alarm starts blazing.

Albert & Otto is another Limbo-like game, but dominated by whiteness instead of black darkness.

It is starting to get a little dry for good video game project launches. GDC is approaching on March 2nd, so many developers should be hesitating to launch around that week.



Here is a little adventure to an insight about better understanding Kickstarter campaigns that I've gained while making my Imgur graphs.

First, look at the "Backers by tier over time" graph for a popular campaign like That Dragon Cancer. The Law of Large Numbers is important here because by having larger samples from a population, a more accurate representation of the large population should start to emerge. Popular campaigns are easier to illustrate what I'm going to talk about because they have more backers.
http://i.imgur.com/i9GIJdo.png
The most populated rewards tiers have what can be described as an S-shape. This shape results from booming at the start with big y-axis gains in new backers, a slower period for gains in the middle (The infamous Kickstarter trough) and another increase in new backers near the end of the campaign.

Next, look at the "Percentage of the total number of backers by reward tier over time" graph for That Dragon Cancer and notice how the tiers plateau in that graph. The $15 tier hugs the 60% line throughout the entire campaign. Isn't that interesting? Notice the other tiers also staying about the same percentages. Is this exposing probabilities for how reward tiers are getting picked? It looks like it.

This stabilizing in the percentage of backers at the main reward tiers is happening to other popular campaigns, not just That Dragon Cancer. Below are links to more examples.
http://i.imgur.com/WCS6eMF.png   http://i.imgur.com/1uZpGBd.png
http://i.imgur.com/jZX9egk.png      http://i.imgur.com/Sb2hPZT.png
http://i.imgur.com/P7jv3ds.png      http://i.imgur.com/KsuuLa3.png
http://i.imgur.com/ub1Perg.png

Now start thinking about a pair of imaginary dice that when rolled will decide which reward tier will be picked when a new backers arrives. What that "Percentage of the total number of backers by reward tier over time" graph provide is an idea for how the probabilities for those imaginary dice are weighted. Some dice outcomes have greater probabilities, which is why tabletop game designers have to create rules to deal with the number 7 having the greatest chance to be rolled with two traditional fair dice. The probability of a $10,000 backer can be thought of as so low that a $10,000 pledge didn't happen within the duration of many campaigns. That probability may be too small to even be visible on the graph.

After realizing that because the weightings of the imaginary dice are not shifting much over time, there needs to be an explanation for what is creating the S-shape for in the "Backers by tier over time" graph. A possible explanation I found is that when a project gains momentum and more people are finding it, more imaginary throws of the same pair of dice are happening. When the momentum drops and is experiencing less eyes on it, less throws are happening. Each backer is making his or her own decision about what tier he or she will select. I could rephrase this as more rolls are happening in the time at the start and end of the campaign, while rolls are happening less frequently in the middle.

The big insight in this post is actually that I feel more can be learned about campaigns by watching when those probabilities aren't stabilizing. Something is causing the behaviour of backers to change. Discovering the source of the change means it could be mitigated or intentionally utilized on future campaigns.

What do many backers shift towards when they are trying to upgrade their pledges to help during the last few days?
http://i.imgur.com/KM2R9NA.png  http://i.imgur.com/EIMpVX8.png
What happens when an early-bird reward gets filled?
http://i.imgur.com/F3DLLpG.png  http://i.imgur.com/KyPWv3g.png
http://i.imgur.com/wBTJIQp.png
What can happen when new rewards tiers are added during the campaign?
http://i.imgur.com/AamRipQ.png  http://i.imgur.com/E051E4O.png

So far I've observed that graphs about the percentage of backers at reward tiers can stabilize if there are no early-bird tiers at all, if the backers don't need to upgrade their pledges to save the campaign (Because it can be already over its minimum goal or trending strongly to it) and if no new reward tier is added during the campaign that may start taking backers away from an existing tier. Hardcore fans and family backing in the first few days can be said to be rolling a different higher weighted dice.
Often a day 1 backer of Kickstarter projects.
http://www.kickstarter.com/profile/iankragh

Quady14

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #320 on: March 05, 2015, 01:40:19 AM »
Good Sir Lobster, and really any of you guys! I have a request on behalf of an acquaintance of mine for some  guidance, if you might accept it.

There's a Kickstarter project closing in on its final week for a game called
Sneaky Ninja, it's being developed by a team including a friend of a friend of mine who is the lead designer/coder. The game is sort of a mix of Mark of the Ninja's 2D stealth-based gameplay with a more lighthearted aesthetic along the lines of Mario or Rayman, less throat slicing, more comedic slapstick and such. It has a lot of systems fleshed out including a really nice-looking level editor, and they're still hard at work ironing out the bugs and kinks. It's a promising project and though there's only a week left and more than half of their goal yet to be reached, I'd like to give them any little bit of support that I can, whether or not the Kickstarter succeeds.

I followed up with the lead dev after he initially showed off the game to the game development club at my college. He said he would great if you could offer any advice on changes or improvements for the campaign even with just a week left. If you could do a look-over of his project page, maybe make some critiques, refer him to some of your own writings on good practices for running a successful Kickstarter, I'm sure he'd appreciate it. Whatever comes to mind, be it timing when to put up a campaign, more effective use of pledging tiers, stretch goals, presentation, getting the word out, etc. would be awesome!
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LobsterSundew

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #321 on: March 11, 2015, 02:41:27 AM »
The last e-mail notification I received from Pixelscopic was February 22nd. I see the subforums here have all been rearranged. It even took a bit to find where this thread was again. I've re-checkmarked this thread to recieve notifications again.

The thumbnail and title for Sneak Ninja looked like it is one of the mobile games that hardcore PC gamers have a stigma against. Knocking guards into water, pulling them into bushes and the time freeze to throw weapons look like polished gameplay. I barely played the pitch video when it launched and from the brief footage it looks like another very casual game. I know see there is much more depth. The art style really makes it look like the generic mobile games that come to Kickstarter. It looks like it will make it on its last day.

Way back in 2012 I was the first backer on Conquest 2 Vyrium Uprising. The project creator is back on Kickstarter with Descent: Underground. That was a very tiring project preview to critique over the last few weeks.

Halcyon 6: Starbase Commander is another Square Enix Collective project.

Toejam and Earl: Back in the Groove was the first time I saw an animated project thumbnail implemented on Kickstarter. They probably uploaded an animated GIF as a JPEG. IndieGoGo allowed animated GIFs. The project categories then became walls of GIFs.

Slain! is a gory 2D hack and slash.

Kickstarter changed some of the page formatting again. There is a second total amount pledge counter now for some reason. They may be switching to even more tabs-based approach in the future.
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http://www.kickstarter.com/profile/iankragh

Ryan Baker

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #322 on: March 11, 2015, 03:42:46 PM »
I see the subforums here have all been rearranged. It even took a bit to find where this thread was again. I've re-checkmarked this thread to recieve notifications again.


Sorry for the inconvenience! I should have known some of you would have specific pages bookmarked :( but I hoped the redirection notices would help. I reorganized the forums to help new users find things more easily, to deprecate some unnecessary boards with very few posts, and to promote some sections with more or more frequent posts by bringing them to the forefront. So hopefully in the future this thread will be even more prominent since it's in the dedicated "game news" (Games on Draught) section :)

Pixelscopic Co-Founder, Vision Director


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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #323 on: May 01, 2015, 06:05:46 PM »
A spiritual successor for Banjo-Kazooie surpassed its £175,000 goal within 40 minutes after launching. Yooka-Laylee (A pun of ukulele) raised over £680,000 and the first day isn't even over yet.

Space Dust Racers is a 3D kart racing party game.

Elsinore has a Groundhog Day time-loop scenario combined with the setting of Hamlet.
Often a day 1 backer of Kickstarter projects.
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LobsterSundew

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #324 on: July 28, 2015, 02:07:23 AM »
XO is game with RTS elements and a bit of FTL: Faster Than Light encounters mixed in. Instead of base building and defeating an opponent, it is defending a fleet's exodus through space while chased by an overpowering enemy. The Twitter account for Hive Jump follows them.

Keiji Inafune returned to Kickstarter again to make a spiritual successor to Megaman Legends. RED ASH has 6 days to raise an additional $325,000. A RED ASH animation project has 6 days to do about $50,000. To run this project while Mighty No.9's release was pushed back was a turn-off for many backers of that previous project. It will be a close finish if either or both campaigns suceed.

Tsioque is a hand-animated adventure game with a playable demo. It is from the developers of Tormentum.

Devastated Dreams is the second project from the developer of Neverending Nightmares. It is a horror game set in the Philipines with a pregnant protagonist.
Often a day 1 backer of Kickstarter projects.
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LobsterSundew

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #325 on: August 30, 2015, 01:50:35 AM »
Divinity: Original Sin 2 is the current big video game project on Kickstarter. It is outperforming the first game's campaign.

Everspace is a visually impressive 3D space shooter showing off what the engine can do.

A bunch of famous game developers launched the crowdfunding platform Fig.co that seems to focus on one game at a time and has equity options in addition to pre-orders. I've noticed they bought a bunch of paid advertising. The pitch video for Outer Wilds is actually very poorly executed for meeting the objectives of a pitch video. I am surprised how bad both versions of the pitch were.

A campaign launced to make a game for the 1987 cartoon Saber Rider and the Star Sheriffs.

RED ASH ended up being a PR disaster. On July 30th large numbers of backers began to pull their pledges when they learned about a publisher deal with FUZE.
http://i.imgur.com/gYnyNmY.png
After the campaign ended it was announced that Might No.9 will be delayed until 2016 after they were saying it wouldn't be delayed during RED ASH's campaign.
Often a day 1 backer of Kickstarter projects.
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LobsterSundew

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #326 on: September 09, 2015, 02:50:35 AM »
The Dwarves has a physics-based combat system intended so players can fight crowds of opponents.

Battle Chasers: Nightwar is a JRPG game with some impressive visuals.

De Mambo is a single-button game with a weird pitch.

tiny and Tall is another hand-drawn art-style adventure game.
Often a day 1 backer of Kickstarter projects.
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Quady14

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #327 on: June 22, 2016, 11:27:56 AM »
Got a sad message over email today from The Hero Trap, which Lobster featured on here some time ago:

"Some contributors to our Kickstarter campaign for The Hero Trap have expressed disappointment that we have not delivered the game. I share your disappointment, and want to give you some information about our work status on the project.

When we ran the Kickstarter campaign, we made a strategic decision to create a lower goal amount than we needed to complete the project, in the hopes that we would exceed the goal amount but still receive the money generated by the campaign should it fall short of our expectations. When we did not raise the amount anticipated, we hoped that we would be able to make up the difference by securing the balance of the amount needed through a publisher. That didn’t happen, leading to more budgetary shortfalls. Simultaneously, we lost our anchor client in the more lucrative work for hire part of our business.

With a smaller team, we continued to work on The Hero Trap consistently. We realized there were some flaws in the gameplay and attempted to correct course, which led to us to changing much of the hook that attracted many players in the first place. Nonetheless, we felt with this new version of the game we would be able to find a publisher. Unfortunately, this was not to be. At this point, I’ve personally spent over eighty thousand dollars and I can’t afford to keep pumping money into it. In addition to the financial strain, it’s taken a personal toll. At this time, I’m regretfully cancelling the project.

I will make every effort to refund the money of those who feel they have been “cheated” as a few contributors described. While it was obviously not our intention to cheat any contributors, I take responsibility for making some mistakes in the fundraising phase. Please send me your paypal account via private message by July 10. I will return your money shortly after that.

For those of you who remain, we will be posting the current Mac and Windows versions of the game after the refunds. Additionally, each donor will receive a copy of my next game, whatever that may be.

I’m truly sorry if you are disappointed, but financing games is a complicated business and not every project makes it to completion. Thank you for supporting us, and for supporting small projects like ours in the future. Nik"

:( I only backed a dollar but it's disheartening to see something with potential go down like that. I can't imagine that heavy of a financial burden either. Their initial pitch video really made it look like it might've held its own, the first boss especially was really a spectacle in terms of design and animation. At the least the guy is doing his best to do the right thing by the backers.
(Name Contributor of Rauzdauer the Mulletworthy!)

androsov.20.5Kt

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #328 on: February 01, 2017, 05:44:41 PM »
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gleb.3pKt

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #329 on: February 01, 2017, 07:16:55 PM »
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