That’s some dream Medierra. And I think I just found a signature for myself, if you don’t mind;)
!Hear Hear!
These days small scale isn’t that bad anymore is it? Apart from the hardships of course, which most of us cannot truly appreciate (but are able to imagine I asure you). But in my opinion the best games have come from that direction these last few years. Besides, once finished and on Steam GD will sell like hotcakes, no way you’ll be able to keep it small scale then. So I’m glad that in a small way I am able to help you get there…
Oh, and I want that pony (signed, with choices of colour and configuration (and it better be steam powered!)), so y’all get to it and pledge your savings, $3.5m here we come
I think the stretch goals sound reasonable, and in fact I am looking forward to seeing many of those additional features in the game. Every little add-on content costs money, so it couldn’t have been planned in the game beforehand if the budget didn’t allow for it.
@Crate - I think most of understand that you can’t get anything for free, and that every promise results in additional cost. I’ve posted on several Kickstarter campaigns that I’ve backed that stretch goals are nice - but not necessary. It’s all icing on the cake.
New content to the game is going to cost $$$ - more resources, more time spent, more playtesting. I don’t see anything wrong with your goals personally. I would much rather see you guys put any overfunding to use to make the game better, and to line your pockets a bit - you deserve it. it’s too bad that the concept of “stretch goals” has taken off to some extent, because we are seeing backers become very pushy in regard them (not specifically talking about people here). Most recently I’ve seen it with “Tentacle Bento” and even “Ogre” to some extent near the end of the campaign.
Do what makes sense for the project, both logically and financially. Bring this IP to life in the right way, and once released, word of mouth will do the rest.
Wow, almost 15k yesterday and we’re over 340k total. We should surpass 350k before the weekend is over easily and maybe even hit 360k, which would be awesome.
I’ve just put my small additional pledge to KS - it seems to run great lately We all cross our fingers for GD and I’m sure we should get at LEAST $400k goal but I’d really love to see them all fulfilled. After all, these are just $140k left and 6 days to get 'em yet
Two-hands weapons and new town sound so tempty and mysterious…
Hey guys does anyone know if the co-op bundles gives the 2nd key access to the alpha/beta or is it best to buy multiple copies of the $35 bundle to gain access to be alpha for multi people?
The co-op bundles give both keys the same level of access as their single key counterparts. So that means that the $32 bundle includes two keys for the finished game (no early access) and the $64 & $98 bundles include two keys with alpha and beta access.
I hope the activity will only increase
with current trends we should end up with 400k not counting the final 2 days push. Which if the curve holds true should be about half of the first 2 days so about 50k. So that’s an estimated 450k which should get all but the last few stretch goals.
I wonder if continued pre-orders on the website will count towards strech goals after the kickstarter is met, or does that just count as like a slush fund/maintenance?
I mean, there isn’t really stopping Crate from doing a little jury rigging on the pre-orders page to show how much they’ve made off pre-orders after the kickstarter campaign, and even continue stretch goals from there (within a reasonable time frame, of course).
Just thoughts of my own, naturally, but I think interest would continue to spike with each new stretch goal met.
On another note, I upgraded my $50 pledge to an $85 pledge. Found some extra change in my couch.
The ongoing funding from the website pre-orders, once we relaunch it may help us produce some of the stretch goals we don’t get to on KS but it all depends on how fast the funding comes in. To make some of those goals happen without delaying release, we need to get to a level where we can hire an additional designer. The earlier we can do that, the more work they can producer prior to release. If we only had enough money to bring on an extra person in the last couple months of development, it wouldn’t really have much effect but could help us to start building an expansion sooner.
Wow, a reply to my very first post, thank you! I can’t believe I only stumbled across this game a little over a week ago too, being a big fan of ARPG’s, I had to keep a bucket under my chin from all the drool when I found the Kickstarter page.
Yes, I understand where you’re coming from about funds arriving within a certain time frame and allowing things to happen, or not. But also like you said, there is nothing stopping you from putting anything further into expansions. Since you aren’t beholden to a publisher, you can (almost) do things at your own pace. I firmly believe this game will sell really well, especially if/when it goes to all the online retailers. I think the amount of money raised from the Kickstarter so far can attest to that. There are a ton of gamers out there (like both of my brothers) that don’t bother hunting for new games like I do, they just buy things that look interesting when they are plastered on the big-name sites like Steam and GamersGate.
I guess one thing that you could implement is a soft cut-off date for strech goals, so this way people who preorder (or donate if they want? dunno if you want to bother) know what they’re getting if goals are met by a certain date. Not only that but it encourages those who have already purchased the game to keep putting the word out. I would think it would have a snowball effect as well since people will be willing to put down money if they know they are getting a lot of bang for their buck.
Just make sure you explain why you’d need money by when to implement some of the things by hirings and what-not, just so people know WHY money is needed for something that ‘omg, should be in the initial release anyway, amirite?’ because yes, trolls and skeptics do exist.
Sorry, didn’t mean to go rambling there. I just saw so much potential for this game that I’ve been going goo-goo for the last week, and finally after having caught up on the forums and such decided to post.
This is all a little confusing so I have a very simple question that may help others be less confused to. I have the legendary key which cost $48 do I need to do ANYTHING to get any of the rewards listed for the kick-starter project, such as the new Enchanted Burrwitch Brew or Swashbuckler’s coat? Which are for donations under $50.
No, you don’t need to do anything unless you want the $50 Kickstarter in-game medal, in which case you can contribute $2.
Or pledge higher (pledge level - your $48 from the Legendary preorder) and get even more stuff, e.g. at the $85 tier
If you look at the experimental graphs on Kicktraq the high on the projection cone is over $500k
Cheers for the fast reply. My friends are only interested in alpha beta access and don’t want any of the cosmetic extras so trying to work out the best way to get the most alpha/beta access keys.
Is it possible to buy multiple copies of the $64 pledge or will that push it up to higher rewards where the cost per key is increased? IE. $64 pledge = $32 alpha/beta key, $1000 pledge = $100 alpha/beta key.
I’m really care about those stretch goals I agree that you should re-open preorders on the site after KS campaign ends. But this time preorders can be done in timeframe/goals style. Say, you post a table with goals and the latest dates when these goals should be reached. It may not be necessary consequental goals, just targets for those who preorder “if we accumulate $XX to xx.xx.xx then we add YY to our release without delaying the date”. So we will obviously have a deadline for accumulating preorders. If we can’t reach these goals partially or in full - fine then every one just gets his/her preorder reward. If they perform well and get enough money to reach any additional goals - it’s even better as every one wins.
Once you see how it works you can probably even add more stretch goals (if preorders will flow in well) or cancel those which could not accumulate enough money for the given date. Even canceling, if shown properly, can add up more preorders as people see what they lost and what they can get yet. You just post the money amount collected above the table, green out completed goals and grey (or red) out those are canceled while those yet incomplete are left in white. It does not take much of your valuable time and allows to continue getting money during the game development.
What do you think about this model?
Hi Penthus,
Due to the way KS works, you can only select one reward. I think you can get around this though by making additional KS accounts to keep pledging for the same reward.