Crowdfunding Tagged Articles RSS Feed | GameSkinny.com Crowdfunding RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network What The Golf? Review: Punny Putt-Putt Parade https://www.gameskinny.com/f1jdx/what-the-golf-review-punny-putt-putt-parade https://www.gameskinny.com/f1jdx/what-the-golf-review-punny-putt-putt-parade Wed, 06 Nov 2019 12:20:49 -0500 Greyson Ditzler

What the Golf? is a comedy golf game that seeks to uproot the basic elements of golf as both a sport and game mechanic. It seek to completely turn golf on its head in order to make the sport quirky and fun because let's be real: golf is boring.

So, how did Triband take a concept as sleepy as golf and make it creative and funny? Well, it's pretty simple honestly: they just broke all the rules. 

What the Golf? Review: This is Fractal Golf

The beautiful thing about What the Golf?, and what makes its premise work so well, is that it plays extremely fast and loose with the concept of the IRL game. It starts with the basic idea of hitting a ball toward a hole, and it just keeps skewing the concept until you forget the game is even about golf. 

One minute you'll be playing golf with 50 balls, the next you'll be playing a first-person version of golf that transitions into a shooter. Next, you'll be transporting an archer with a portal gun in order to hit a target.

What the Golf? is like a box of golfball-shaped chocolates, and the fillings range from vanilla cream to toothpaste. From level to level, it's hilarious. 

The game even goes so far as to have levels that pay homage other games, such as SUPERHOT and Super Mario Bros.

The game's ever-changing variety and its comedy are what makes What the Golf? truly delightful. The core concept and gameplay elements are so simple that changes in controls and gameplay don't feel jarring. In conjunction with the generally low difficulty curve, this gives the game a wonderful sense of flow.

That's helpde by the smorgasbord of extra modes, including a daily challenge with global leaderboards, a "show a Friend" feature that lets you show off levels, connections to the game's Discord server, and streaming functions.

Each level has three different missions to complete, and completing all of them will reward you with a crown. If you unlock all of the crowns, you're able to unlock some of the game's secrets.   

These secrets and surprises continue on the game's top-down overworld that connects all of the different levels. Here, you explore a gigantic golfing laboratory as a golf ball and hunt for secrets and shortcuts between levels. The main campaign will last you several hours by just completing the main missions in each level, and with the extra modes, missions, and secrets, this game is honestly a bargain at $20.  

It is possible to get easily lost in this overworld if you haven't unlocked specific shortcuts, and a map would have maybe helped this, but such a gripe only applies when backtracking or looking for secrets. Outside of this, the game is only sometimes hampered by occasionally finicky controls — especially in its 2D sections — whether you're using a mouse or a controller.

What the Golf Review — The Bottom Line

 What the Football?

Pros:
  • Solid length and oodles of content at just $20
  • Consistently creative and fun
  • Easy to pick up and play
  • Very funny 
Cons:
  • Controls can be finicky at times
  • Navigation can be confusing, especially with secret hunting and backtracking

What the Golf? is a wonderful spin on one of the driest games out there, and it had me smiling bigger and bigger as I comfortably plowed through its surprisingly robust campaign.

Control issues can get irritating at times, and navigating the overworld isn't perfect, but these are merely a few dented clubs in a bag full of solid iron drivers. 

What the Golf? is available now for PC on the Epic Game Store, and will be coming to mobile platforms, Nintendo Switch, and Steam in the future. 

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Monster Crown Reaches Campaign Goal in Under 28 Hours https://www.gameskinny.com/6uipt/monster-crown-reaches-campaign-goal-in-under-28-hours https://www.gameskinny.com/6uipt/monster-crown-reaches-campaign-goal-in-under-28-hours Thu, 12 Apr 2018 11:35:35 -0400 Erroll Maas

The Kickstarter for Studio Aurum's upcoming indie monster-taming RPG, Monster Crown, has reached its campaign goal of $5,000 in just under 28 hours due to the support of 263 backers.

The three revealed stretch goals include an extended soundtrack at $6,000. surprise monster designers at $7,500, and cross-platform cloud saves at $8500. 

Additionally, a new exclusive monster, Blaze, was revealed for the Backer Demo. This monster can only be accessed by inputting the revealed code in the CODE menu at the breeding facility, and his coloration cannot be found anywhere else. After redeeming the code, he will appear on the farm menu to add to your party. Blaze is a Brute type and will be set at level 10. According to the developer, backers should expect more code monsters to be released throughout the rest of the month.

Monster Crown is planned to launch by February 2019 on PC, Linux, PlayStation Vita, Nintendo Switch, and Android devices.

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Monster Crown Launches Kickstarter Campaign https://www.gameskinny.com/eysdf/monster-crown-launches-kickstarter-campaign https://www.gameskinny.com/eysdf/monster-crown-launches-kickstarter-campaign Tue, 10 Apr 2018 14:19:37 -0400 Erroll Maas

Studio Aurum has launched a Kickstarter campaign page for their upcoming monster-taming RPG, Monster Crown.

One of the signature features of Monster Crown is that it will feature true crossbred offspring of parent creatures, creating entirely new species players will be allowed to name themselves. Monster Crown will also feature a unique switching mechanic not seen in other games.

The campaign goal is $5,000 USD, and backer rewards include getting your name in the credits; a digital copy of the game on either Steam, Linux, PlayStation Vita, or Nintendo Switch; access to a private backer demo; a digital soundtrack; a digital art book; and even the chance to design your own monster to be put in the game. Revealed stretch goals include an extended soundtrack and surprise monster designers.

Monster Crown has an estimated release window of February 2019 and is planned to launch on Steam, Linux, Nintendo Switch, PlayStation Vita, and Android. To learn more about the game, you can check out our previous coverage as well as our interview with Lead Developer Jason Walsh.

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WHAT THE GOLF? Reaches Funding On Fig; Adds Levels Based on Other Games https://www.gameskinny.com/bhbhu/what-the-golf-reaches-funding-on-fig-adds-levels-based-on-other-games https://www.gameskinny.com/bhbhu/what-the-golf-reaches-funding-on-fig-adds-levels-based-on-other-games Sat, 03 Mar 2018 23:27:42 -0500 Greyson Ditzler

The experimental and hilarious WHAT THE GOLF? -- a self-proclaimed "golf game for people who don't like golf" -- has officially reached its initial funding goal of $50,000 on Fig, with a whole three weeks left on its campaign at time of writing. The game's developer Triband has also recently released a free prototype featuring several of the game's levels, including a few based on other indie games. 

Over the course of WHAT THE GOLF?'s funding, Triband updated the prototype to include levels based on Clustertruck and SUPERHOT, titled Clusterputt and SUPERPUTT respectively. These were done officially with the permission of both Landfall games and SUPERHOT Team, and Triband says that these tributes are only the first of more to come. Both of these concept levels are available in the free prototype.

Here's the short trailer that Triband released for the Clusterputt level:

If you'd like to see the WHAT THE GOLF? campaign for yourself, maybe if you just want a closer look or would like to download their free prototype, then click here. WHAT THE GOLF? is planned for release on PC, Mac, and Linux through Steam some time in 2018. If you'd like to know more about the game itself, you can read our coverage of it right here.

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WHAT THE GOLF? -- A Golf Game for People Who Don't Like Golf Now on Fig https://www.gameskinny.com/2jbhw/what-the-golf-a-golf-game-for-people-who-dont-like-golf-now-on-fig https://www.gameskinny.com/2jbhw/what-the-golf-a-golf-game-for-people-who-dont-like-golf-now-on-fig Fri, 16 Feb 2018 13:39:13 -0500 Greyson Ditzler

WHAT THE GOLF? is the kind of title for a game that was bound to catch my eye, and thankfully it seems as though the game it's attached to is actually a funny and creative one that may be worth looking further into. WHAT THE GOLF? is a sort of experimental comedy/multi-genre golfing game that recently launched its crowdfunding campaign on Fig. The game is being developed by Danish game studio Triband, whose members have all worked separately on a series of different games and other projects in the past, including the film Kung Fury.

The game self-identifies as a "golf game for people who don't play golf." Every level has the player tackling the concept of a round of golf in a completely different way, and in most cases, it barely resembles actual golf. The mechanics seem to change from level to level, and the intention seems to be to both create a very funny and unique golf game among legions of identical golfing experiences and to see how far you can reasonably stretch the concept of golf before it just stops being golf altogether.

These levels can have you do things such as golf with a horse instead of a ball, golf between planetoids, golf with like 50 balls at once, and even golf utilizing mechanics and aesthetics from games like Super Mario Bros. and Portal. The game has a funding goal of $50,000, and as of writing, it's just shy of the halfway mark.

WHAT THE GOLF? looks like a fun and clever little idea with a lot of variety and mileage in its premise, which may be worth checking out for fans of comedy games, unique gaming experiences, and especially those tired of stuffy old sports games that take themselves too seriously. Even if you don't plan on donating to this game, you should still give the Fig page a read, because it's a pretty convincing argument that this thing needs to exist, and it's pretty darn funny.

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Mobile Life Simulation Game Deiland Seeks Funding for Console Release https://www.gameskinny.com/pokzy/mobile-life-simulation-game-deiland-seeks-funding-for-console-release https://www.gameskinny.com/pokzy/mobile-life-simulation-game-deiland-seeks-funding-for-console-release Wed, 18 Oct 2017 09:13:40 -0400 Erroll Maas

Deiland, a life simulation RPG from Chibig Studio and an enhanced version of the previously released mobile game, Deiland Tiny Planet, is currently seeking more votes on via the Square Enix Collective. The game is set for release on PC and PlayStation 4, although no firm release date has been set as of this writing, and a Kickstarter campaign is planned to launch on November 7.

In Deiland, players take on the role of Arco, one of the many children sent to minor planets throughout the universe with the hope that he will be able to awaken the magic crystal buried within each planet. As Arco, players craft tools, collect various resources, and gather the food and items they need to ensure their survival. Players will also be able to trade items with intergalactic travelers who appear on their planets, which may result in players obtaining specific items which they might not be able to acquire through other means.

While making their planets their own, there is a chance that players will encounter aliens, both from within planets and elsewhere, which can be fought with weapons the player has crafted. Players will also be able to improve various stats such as strength, intelligence, and stamina.

The original mobile game, Deiland Tiny Planet, is available on the App Store and Google Play.

Stay tuned to GameSkinny for more news and information on Deiland as it develops.

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Project Rap Rabbit's KickStarter Campaign Fails, Doesn't Reach Half Its Goal https://www.gameskinny.com/17d69/project-rap-rabbits-kickstarter-campaign-fails-doesnt-reach-half-its-goal https://www.gameskinny.com/17d69/project-rap-rabbits-kickstarter-campaign-fails-doesnt-reach-half-its-goal Tue, 20 Jun 2017 12:04:23 -0400 Erroll Maas

Project Rap Rabbit, the ambitious rhythm game from the makers of PaRappa the Rapper and Gitarooman, has failed to reach its funding goals on the last day of its Kickstarter campaign.

Many players were cautious about the Kickstarter campaign to begin with, due to its unusually high main funding goal and a severe lack of actual gameplay footage. The last notable update to the crowdfunding campaign was a lackluster concept gameplay video (below), which may have made players even more weary of the game or made backers regret their previous contributions.

The game's developers released a final update earlier today, which reads: 

"Your excitement for Project Rap Rabbit has been wonderful to behold, but today we must sadly accept that our crowd-funding journey must end here. We knew that sourcing funds for a high-quality rhythm-action game would be tough, and though we knew that Project Rap Rabbit would be an incredible game, unfortunately we weren't able to do enough to prove that to the wider world.

We sadly are not in the position to be able to fund further production for a future crowd-funding relaunch involving a title deeper in development, and wouldn't want to scale back our vision. As a result, work on Project Rap Rabbit cannot continue at this time."

While it was obviously unlikely for the game to reach its goal without concrete details and footage, it's still somewhat surprising that it was not even able to reach even half of the funds it needed. Hopefully this failure will help the developers reevaluate the game itself and create more attainable goals with higher-quality detail in the future.

Did you expect Project Rap Rabbit's KickStarter campaign to fail? What other game related funding campaigns seem too ambitious to you? Let us know in the comments!

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Tony Hawk's pro Skater Documentary Now Being Funded on IndieGoGo https://www.gameskinny.com/hya1r/tony-hawks-pro-skater-documentary-now-being-funded-on-indiegogo https://www.gameskinny.com/hya1r/tony-hawks-pro-skater-documentary-now-being-funded-on-indiegogo Tue, 21 Mar 2017 05:14:45 -0400 Scopersniper

Crowdfunded through IndieGoGo, the Tony Hawk documentary will be titled Pretending I'm a Superman The Tony Hawk Game Story, and will mainly focus on the developers and development of the Tony Hawk's game series. The documentary will include commentary by Tony Hawk himself.

The documentary is going to be produced by Ralph D'Amato, who also produced earlier Tony Hawk's Pro Skater games, with his inside knowledge it is sure to add authenticity to the project. At the time of writing this the project has $9,141 pledged of the $75000 goal with 24 days left. This documentary will hopefully explain how Tony Hawk's Pro Skater 5 was allowed to happen, or at least what went wrong during development.

Something interesting to note is that the movie is being described as covering the series "from start to finish." This seems to suggest that the series has come to an end, but will the documentary explain everything in detail?

If you want to fund the campaign, you can find Pretending I'm a Superman The Tony Hawk Game Story on IndieGoGo.

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4 Indie Games You Should Be Backing on Kickstarter https://www.gameskinny.com/y5ic6/4-indie-games-you-should-be-backing-on-kickstarter https://www.gameskinny.com/y5ic6/4-indie-games-you-should-be-backing-on-kickstarter Wed, 01 Mar 2017 14:11:54 -0500 Justin Michael

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With so many awesome games being developed by indie teams it's hard to keep up with all the great ideas out there but here are the 4 games that will get my backing.

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Which of these games caught your eye the most? Let's talk about it, and other great indie titles on Kickstarter in the comments below!

"},{"image":"http://res.cloudinary.com/lmn/image/upload/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/a0bccb5823304eb9d7f47f37c5029189.jpg","thumb":"http://res.cloudinary.com/lmn/image/upload/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/a0bccb5823304eb9d7f47f37c5029189.jpg","type":"youtube","id":"10487","description":"
Die for Valhalla!
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If you haven't noticed yet, I have a thing for beat-em' up games and couch co-op. The developer team over at Monster Couch have just what I'm looking for to scratch that itch, as well as fulfill my Viking needs with their game Die for Valhalla!.

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Reminiscent of Rogue Legacy and  Castle CrashersDie for Valhalla! has a bit of everything you could want from a hack-and-slash game -- Vikings, beards, spears, lightning bolts, berzerker rage, beards, character upgrading, violence, and comical gore.

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The game has already met its Kickstarter backing goal and is now in its stretch goal phase to unlock more content and game modes. If you liked the video be sure to check out their Kickstarter and become a Viking today!

"},{"image":"http://res.cloudinary.com/lmn/image/upload/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/3ff02d2782b62e6a319bb3fd7b1b72f7.jpg","thumb":"http://res.cloudinary.com/lmn/image/upload/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/3ff02d2782b62e6a319bb3fd7b1b72f7.jpg","type":"youtube","id":"10486","description":"
Aaero
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The duo at Mad Fellows Games has cooked up something truly challenging and unique -- high-speed sci-fi shooter action layered with pounding electronic beats. Aaero plays off of the synergy of music and precision movement mechanics all while assaulting your earbuds with an incredible lineup of licensed music from artists like Flux Pavilion, Noisia, and Katy B just to name a few. 

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Aaero is all ready to be shipped to Xbox One and PlayStation 4 but the Mad Fellows are running their Kickstarter to also bring the game to Steam. The game is already 78% backed and has 14 more days to go so check it out!

"},{"image":"http://res.cloudinary.com/lmn/image/upload/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/35658ba96e76b92f4e346204303bbd36.jpg","thumb":"http://res.cloudinary.com/lmn/image/upload/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/35658ba96e76b92f4e346204303bbd36.jpg","type":"youtube","id":"10485","description":"
No Mercy 
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No Mercy is a story of 4 different characters working together to cleanse the forest from the dark powers of corruption while also having the brief respite of Kevin -- the fourth-wall breaking bird person?  

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Kevin aside, this is a promising brawler title developed by Multivarious Games, with a Castle Crashers kind of feel to it. It has a whimsical art style and character/story depth just waiting to be discovered.

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There is currently a playable demo and it's currently 78% of the way funded with 14 more days to go. I've personally backed this game after trying the demo out as I know that this will be a fun game for my girlfriend and me to play so give it a shot and your support if you can!

"},{"image":"http://res.cloudinary.com/lmn/image/upload/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/433ee63a3897eceec1a29bbe2e39ff10.jpg","thumb":"http://res.cloudinary.com/lmn/image/upload/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/433ee63a3897eceec1a29bbe2e39ff10.jpg","type":"youtube","id":"10466","description":"
RUiN
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RUiN is a Top-Down Arena-styled brawler game being developed by Tarhead Studios -- an indie studio based out of Sweden. The game boasts customizable characters, a large pool of abilities to choose from, and team-based online multiplayer. 

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RUiN has already been Steam Greenlighted and is very close to meeting its Kickstarter goal and is currently 92% funded with 7 days to go. Check out the video and if it looks like something you'd like playing then consider backing this new twist on PvP.

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/k/i/c/kickstarter-3ee66.png","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/k/i/c/kickstarter-3ee66.png","type":"slide","id":"151813","description":"

Crowdfunding sites like Kickstarter and Indiegogo have been an amazing way for some many indie developers to raise the funds to make their ideas into games for people around the world to enjoy. In fact, if it wasn’t for Kickstarter we wouldn’t have games like Elite: Dangerous, Hyper Light Drifter, or Wasteland 2.

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With that in mind, let’s take a look at 4 games currently on Kickstarter that we, the gamers, should be backing.

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Fig, Kickstarter, Indiegogo, What's The Difference? https://www.gameskinny.com/xwhaj/fig-kickstarter-indiegogo-whats-the-difference https://www.gameskinny.com/xwhaj/fig-kickstarter-indiegogo-whats-the-difference Wed, 08 Feb 2017 08:15:01 -0500 Rob Kershaw

"Hey, you know that game you loved as a kid? Why don't they remake it? Better yet, make a sequel! That would be awesome."

Until 2009, the decision to do just that was almost completely in the hands of publishers. Game studios, in thrall to the almighty dollar and making mere cents off their titles once fees, marketing and other costs were removed, had nowhere to turn. Outside of Steam, they were wholly reliant on the success of their previous game in order to make the next one -- or the generosity of whichever publisher decided to offer them a contract.

Kickstarter changed all that. The crowdfunding platform presented a way of bypassing the heavy restrictions and costs associated with typical game publishing. It also meant that developers had far more creative freedom; free from interference. It was an astounding success, and helped bring to life sequels to cult series and brand new IPs, including Wasteland 2, Shenmue 3, Broken Age, and Elite Dangerous.

Yet, while Kickstarter was the first platform to achieve major success funding games, Indiegogo had already been around for a year. The success of Kickstarter prompted the creation of further similar platforms, most notably -- for the gaming world -- Fig, which was launched in 2015.

But what separates these platforms? Why do game developers prefer to use one over another? Here's a brief rundown.

Indiegogo

It may have launched before Kickstarter, but Indiegogo is actually less focused on gaming than its competitors. The most notable campaigns to come from the platform were Skullgirls and Indivisible (by the same team). Otherwise, the offerings consist mainly of niche titles, and games like StarForge, which was widely ridiculed upon release despite hitting well over its target goal.

Like Kickstarter, Indiegogo casts its net over a wide range of campaigns, from medical and exercise machines to new tech and gizmos, as well as film and music. Studios may be reluctant to use it for a number of reasons, though -- in terms of web traffic, it simply doesn't match up to Kickstarter's global presence (at the time of writing, Alexa ranks it at 1486, compared to Kickstarter's 548). Indiegogo is also known for playing far looser with campaign rules -- when it was proven that a campaign on the site was fraudulent, Indiegogo notoriously removed its anti-fraud guarantee.

However, it also has advantages over Kickstarter and Fig. Most notable is the fact that you can opt to keep whatever money you make from your campaign, regardless of whether it is fully funded or not. You can also continue to raise money once the campaign is over. It certainly doesn't have the brand recognition of Kickstarter, nor Fig's advisory board which consists of veteran videogame executives. But its flexibility and global accessibility means it's an option for those ineligible to use the other platforms.

Kickstarter

By far the most successful of the main crowdfunding platforms, Kickstarter has helped studios and gamers realize their dream of creating titles that would simply be unachievable through traditional publishing. The massive popularity of Torment, Pillars of Eternity and Yooka-Laylee have established it as the go-to site for getting your game funded.

Not every campaign has been a runaway success -- take the Ouya, for instance -- but it offers slightly more security for backers than the likes of Indiegogo. Of course, once a campaign is funded, there's still no guarantee that you're going to receive what was promised. The cautionary tale of Mighty No. 9 serves to remind us that -- three years on -- some backers still haven't received their rewards.

Kickstarter is also available in far fewer countries than Indiegogo. While Indiegogo is open to almost every country in the world -- including the potentially lucrative Asian market -- Kickstarter only recently allowed submissions from Singapore and Hong Kong. Asian developers outside of these countries will likely find Indiegogo to be their preferred platform.

That said, Kickstarter is still the go-to site for many developers looking for funding, and as it expands into ever more territories the competition is going to need to work hard to keep up.

Fig

Very much the new kid on the block, Fig was established in 2016 by three people, including Justin Bailey who was previously the COO of Double Fine Productions. The advisory board includes industry giants such as Brian Fargo (inXile), Feargus Urquhart (Obsidian) and Tim Schafer (Double Fine), who have decades of experience in the videogame industry between them.

Fig differs massively from the other platforms -- it is solely focused on videogames, and currently only allows a small number of campaigns per month to be launched. These are curated by the executive team to ensure that they are of a suitable quality, before being pitched to potential backers.

However, whilst the traditional crowdfunding model of rewards exists, Fig also opened its door to equity funding from investors. Initially, only accredited investors -- with assets of more than $1 million -- were eligible to fund campaigns. More recently though, the door has been opened to unaccredited investors with a minimum injection of $1,000 for any given project. The idea is simple: if a game is successful, the traditional backers will get the rewards promised in the usual manner, and the investors will receive a profit share based on how well the game performs.

It's an interesting hybrid of crowdfunding and P2P lending, which has the potential to shake up the hold that Kickstarter has on the industry. Rewards are great, but getting cash back from a successful game propels funding to a whole new level. The advisory board is certainly getting behind the platform -- all three companies have stated that future projects will all be funded through Fig, and given that Psychonauts 2, Pillars of Eternity II: Deadfire and Wasteland 3 are all fully funded, it seems their faith is well placed.

****

It's safe to say that crowdfunding isn't going anywhere soon, and although Kickstarter fatigue may have helped the likes of Fig get a foothold in the industry, gamers are being catered for across all three platforms in one form or another. It's an industry space that is still looking to change how games are made and funded, and we'll be keeping a close eye on how Kickstarter and Indiegogo react to Fig's innovative investment model over the coming months.

Have you backed a game on any of these platforms? Do you think the other platforms can learn from Fig's model? Let us know in the comments!

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7 Best Kickstarted Games Set to be Released in 2017 https://www.gameskinny.com/jg7st/7-best-kickstarted-games-set-to-be-released-in-2017 https://www.gameskinny.com/jg7st/7-best-kickstarted-games-set-to-be-released-in-2017 Wed, 01 Feb 2017 06:45:01 -0500 DannyPTP

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It's looking like 2017 is going to be a good year for crowd-funded games. Are there any games not here that you're looking forward to? Will you be picking up any of these? Let us know!

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/s/z/rsz-yooka-laylee-5d4cf.jpg","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/s/z/rsz-yooka-laylee-5d4cf.jpg","type":"slide","id":"149407","description":"
1. Yooka-Laylee
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Official Website

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Kickstarter Page

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If you say you didn't see this coming, you're lying.

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Created by Playtonic Games featuring former members of Rare, Yooka-Laylee is seen as the spiritual successor to the Banjo-Kazooie series, bringing back what made the 3D platformer genre so loved in the first place.

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In other words it's doing what Nuts & Bolts should have done.

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Hopefully, with how successful the backing has been, we'll receive more games like this in the future.

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Yooka-Laylee is looking set to bring 3D platforming collectathons back on the map and hopefully for a long time.

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Here's hoping it can live up to it's expectations when it releases in April.

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/s/z/rsz-tjande-92ce7.png","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/s/z/rsz-tjande-92ce7.png","type":"slide","id":"149375","description":"
2. Toejam & Earl: Back in the Groove
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Kickstarter Page

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Anyone who owned a Sega Megadrive/Genesis back in the 90s will most likely remember Toejam & Earl, the funkiest aliens this side of the stratosphere.

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Developed by Humanature Studios, these two are set to come back this year.

\n

The objective is this: You need to find the pieces of the Rapmaster Rocket, Toejam & Earl's ship, after Toejam decided it was a good idea to press the "Black Hole - Do Not Press!" button. Excellent idea.

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Heavily inspired by the original game, Back in the Groove features stacked randomly generated levels, so it's constantly changing.

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The game also features up to 4 player co-op, either through local or online play. Fun for everyone!

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/s/z/rsz-hollow-knight-863c9.jpg","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/s/z/rsz-hollow-knight-863c9.jpg","type":"slide","id":"149373","description":"
3. Hollow Knight
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Official Website

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Kickstarter Page

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In Hollow Knight, you play as the titular character on a quest to discover the unmarked secrets of an underground, forgotten kingdom, in a 2D action-adventure driven style.

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Exploring vast inter-connected worlds each accompanied with beautiful hand drawn art environments and a hauntingly melancholic soundtrack and meet bizarre characters, whom could be friend or foe, along the way.

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Unlock power-ups to help you defeat enemies or open new pathways, allowing you to explore even further as you traverse deeper into this forgotten world.

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Almost every boss in the game has been a previous explorer and now are plagued with an infection. It's up to you to find out exactly what this infection is.

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This definitely sounds like a fun little gem.

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/s/z/rsz-1rain-world-c278d.png","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/s/z/rsz-1rain-world-c278d.png","type":"slide","id":"149372","description":"
4. Rain World
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Official Site

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Kickstarter Page

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It's a matter of life and death when it comes to Rain World. Playing as a creature known as a catslug separated from its family, you must traverse through an ever changing ecosystem, hunt for food and shelter while avoiding torrential downpours and any predator that wants to have you for dinner.

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Encounters will test your reflexes. Limited resources and the ever impending threat of flooding will test your nerve and skill.

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This is an excellent mix of puzzle-platforming and scavenging that we would normally see in a survival horror game. Definitely something to look out for.

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/s/z/rsz-torment-tides-numenera-1dcf5.jpg","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/s/z/rsz-torment-tides-numenera-1dcf5.jpg","type":"slide","id":"149368","description":"
5. Torment: Tides Of Numenera
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Official Website

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Kickstarter Page

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Developed by InXile Entertainment, Torment: Tides Of Numenera is seen as a spiritual successor to Planescape: Torment, which was developed by Black Isle Studios and originally released towards the end of 1999.

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The game itself is an isometric single player RPG and broke records, reaching its $900,000 goal in less than six hours and being the fastest Kickstarter project ever to reach $1 million and for being the highest funded video game project.

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Story is heavily empathized over combat and text is plentiful. Described as philosophical, deeply personal and rich with choice and consequence.

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T:TON is set for release at the end of February.

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/s/z/rsz-hat-time-790x459-8f3e9.jpg","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/s/z/rsz-hat-time-790x459-8f3e9.jpg","type":"slide","id":"149362","description":"
6. A Hat In Time
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Official Website

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Kickstarter Page

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Developed by Gears For Breakfast, A Hat In Time has become "The largest Kickstarter-funded indie 3D platformer" reaching almost 1000% of its goal.

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Many gamers have been asking for games like Super Mario 64, Banjo-Kazooie and Psychonauts. A Hat In Time looks set to bring the genre back.

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You play as the character, Hat Kid, who is searching for hourglass-shaped fuel for her spaceship. You must be quick, however, as others are out for the fuel themselves, including the evil Moustache Girl.

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The game will have 5 chapters, each with their own unique world and music composed by none other than Grant Kirkhope, who composed for Banjo-Kazooie.

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A Hat In Time has no set release date but developers have promised a release this year.

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/s/z/rsz-agony-featured-image-800x400-e4433.png","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/s/z/rsz-agony-featured-image-800x400-e4433.png","type":"slide","id":"149357","description":"
7. Agony
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Kickstarter Page

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Agony is a survival-horror game set in Hell. You play as a tormented soul, whom has no idea of their past, with the ability to control people and possess simple-minded demons in order to survive, as you make your way through to the only way to escape; meeting the mythical Red Goddess.

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This is looking to be a horror game that many will remember for years to come, with it's absolute grotesque setting and themes. Madmind Studios really want you to experience this in it's raw form. The way it's supposed to be.

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Agony is set for release in May. See you in Hell...

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/s/z/rsz-11efa.png","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/s/z/rsz-11efa.png","type":"slide","id":"149214","description":"

When it comes to video games, the latest trend seems to be having it funded through Kickstarter.

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For those who don't know, Kickstarter is a website in which users can support others by donating money, known as crowdfunding, to reach a goal (Such as $25,000) in a set amount of days.

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Along the way, incentive goals can be made, where donators will receive exclusive updates or content during the game's development or when it's released.

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Here's a look at the games you should definitely consider throwing a donation to.

"}]]]>
Amazing Poster Charts the Evolution of the Home Games Console https://www.gameskinny.com/ltwph/amazing-poster-charts-the-evolution-of-the-home-games-console https://www.gameskinny.com/ltwph/amazing-poster-charts-the-evolution-of-the-home-games-console Wed, 25 Jan 2017 07:11:50 -0500 uniquecontent

Being what some people might refer to as a 'gaming fanatic', I'm something of a sucker when it comes to gaming memorabilia, posters, artwork and basically anything else I can get my hands on. 

I'm particularly fond of posters and artwork (both official and unofficial), and the walls of both my house and office are littered with beautiful posters and prints that remind me of my gaming heritage. 

Whenever I come across a new piece I always like to share it, and today I came across this beautiful A2 poster from Rob Thomas, entitled The Evolution of the Games Console: 

Evolution of the Games Console

Done in a beautiful flat design style (which I'm especially fond of), the artist has lovingly illustrated 35 games consoles from the past 50 years, from the Magnavox Odyssey right up to the Nintendo Switch. 

In addition to the standard poster (which I've already backed), you can get an offset Limited Edition poster, which is hand numbered and signed by the artist. If this looks like something you want hanging on your wall too, you can back the project on Kickstarter now

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Beautiful Crowdfunded Prints Illustrate Our Favourite Weapons from Dark Souls https://www.gameskinny.com/0idgt/beautiful-crowdfunded-prints-illustrate-our-favourite-weapons-from-dark-souls https://www.gameskinny.com/0idgt/beautiful-crowdfunded-prints-illustrate-our-favourite-weapons-from-dark-souls Tue, 10 Jan 2017 11:24:38 -0500 uniquecontent

The Dark Souls franchise (along with Demon Souls and Bloodborne) is one of the most beloved video game dynasties of the modern era. Challenging, frustrating, exhilarating, beautiful, and euphoria-inducing all in equal measures, Dark Souls I, II and III represent one of this generation's very best game trilogies, earning the franchise a veritable army of die-hard fans. 

I'm no different. I've been a fan of From Software's masterpiece franchise since I took an ill-advised wander into the catacombs right off the bat in the first Dark Souls, wondering how I was meant to get anywhere in this unapologetically obtuse and difficult game. Since then, I've become something of a Dark Souls fanatic, eagerly devouring every game and piece of DLC since then, including the PS4-exclusive and equally brilliant Bloodborne

It's not just games themselves either, I own all of the brilliant Design Works book, rare Japanese collectors editions, UK and US special editions, the soundtracks, maps and just about anything else I can get my hands on. I also recently purchased the Dark Souls: Beyond Death books from Third Editions (which I'm eagerly awaiting as it gets translated from the original French language).

Imagine my joy then when I stumbled across a new Kickstarter campaign, featuring beautiful custom illustrations of some of the most iconic weapons from the Dark Souls franchise. 

The Knight Set

 

The Greatsword Set

 

The Legendary Set

The main rewards are three limited edition sets of 12 5x5 art prints, including weapons such as the Claymore, Zweihander, Farron Greatsword, Pursuer Ultra Greatsword, and scores of others. On top of this, there's also ultra limited edition sets featuring Black Knight, Silver Knight and Heide Knight weapons. 

You get your hands on these prints until February 9th, when the campaign ends. Click here to visit Kickstarter and get your own limited edition prints! 

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Backer Betrayal: Mighty No. 9 Backers Still Waiting On Physical Rewards https://www.gameskinny.com/2o9vh/backer-betrayal-mighty-no-9-backers-still-waiting-on-physical-rewards https://www.gameskinny.com/2o9vh/backer-betrayal-mighty-no-9-backers-still-waiting-on-physical-rewards Sun, 08 Jan 2017 08:18:29 -0500 Will Dowell

Mighty No. 9, the Kickstarter project infamous for its mismanagement and lackluster release, has taken another hit. Backers have reportedly not received the promised physical rewards for their monetary support. The merchandise company contracted to fulfill these rewards, Fangamer, has come forward in an attempt to explain the situation. In a game backer forum post, Fangamer has explained that while they were contracted to provide these backer rewards, they do need necessary materials from Comcept to fulfill said contract. 

Currently, these physical rewards are in production and are planed to be shipped in early 2017. However, this date is based on if production schedules are fulfilled and successful. There is limited to no information from Comcept to affirm or deny these claims. 

This is not the first time Mighty No. 9 has faced issues supporting its backers. The game faced numerous delays, even after Keiji Inafune promised that there would be no further delays. Trailers such as the one below rubbed many potential backers and buyers the wrong way, with quotes such as " Cry like an anime fan on prom night." The game even had graphical downgrades after the first trailers and screenshots were release,easing many backers to feel as if they had been taken advantage of. 

 Stay tuned to GameSkinny for more news on The Mighty No. 9

 

 

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According to Its Budget, Star Citizen Must Release Within Two and a Half Years https://www.gameskinny.com/t87ti/according-to-its-budget-star-citizen-must-release-within-two-and-a-half-years https://www.gameskinny.com/t87ti/according-to-its-budget-star-citizen-must-release-within-two-and-a-half-years Mon, 14 Nov 2016 05:42:34 -0500 Damien Smith

Christ Roberts' latest and highly controversial title, Star Citizen, has made a record-breaking $130 million through crowdfunding since 2012. With the game still in an alpha stage of development, the question that remains is: how much longer will the funding last? Let's do some calculations and come up with an estimate of how long the developer has before all that funding runs out.

The average cost of designers and programmers

According to the Star Citizen forums, since 2012 the development team for the game has increased from 40 people to approximately 400 across multiple offices. Generally, designers and programmers take up at least half of the entire team on projects of such a scale because they play the biggest role in a game's development. 

At present, the average US salary of a video game designer is $85,240. For video game programmers the average salary stands at $95,300. With that, let's take half of the employees each year, and work out the salaries based on that for both designers and programmers.

  • 2012 - 2013: 40 employees (10 designers and 10 programmers) ($852,400 designers) ($953,000 programmers) = $1,805,400
  • 2013 - 2014: 100 employees. (25 designers and 25 programmers) ($2,131,000 designers) ($2,382,500 programmers) = $4,513,500
  • 2014 - 2015: 200 employees. (50 designers and 50 programmers) ($4,262,000 designers) ($4,765,000 programmers) = $9,027,000
  • 2015 - 2016: 400 employees: (100 designers and 100 programmers) ($8,524,000 designers) ($9.530,000 programmers) = $18,054,00

That brings the total cost for designers and programmers from 2012-2016 to $33,399,900. That is based on average salaries and assuming half the employees consist of those roles. If the developer continues to employ this many developers and programmers, it will continue to cost over $18 million per year.

Of course, these figures are not including the salaries of other roles in the company such as artists, sound designers, writers and PR. Let's take a look at those next.

The average cost of the rest of the employees

The average salaries for the above-mentioned roles are as follows:

  • Artists: $51,612
  • Sound designers: $74,000
  • PR: $33,000
  • Writers: $102,000

These are the average salaries for each of the roles. The average of those put together comes to a total of $65,153. Next, we need to use the same method we used for the programmers and designers to make an estimate of their cost.

  • 2012 - 2013: 40 employees (20 PR, Writers, Sound Designers and Artists) = $1,303,060
  • 2013 - 2014: 100 employees (50 PR, Writers, Sound Designers and Artists) = $3,257,650
  • 2014 - 2015: 200 employees (100 PR, Writers, Sound Designers and Artists) = $6,515,300
  • 2015 - 2016: 400 employees (200 PR, Writers, Sound Designers and Artists) = $13,030,600

This brings the total cost of all those roles to $24,106,610. If you add the total of the two estimations of all the employees, you get $57,506,510 spent so far on the project. Of course, this is not including marketing and hiring voice actors (Mark Hamill) and the likes. So the total cost from 2012-2016 is probably not far off or a bit higher than estimated here.

At this rate of employment, it would cost $31,084,600 per year for the game's development. This would mean that Star Citizen would need to release within two and half years before the funding runs dry.

If the estimates are in any way near correct, can it be done?

Star Citizen is currently in an alpha stage of development. Two and a half years to get from an alpha stage of development to a full release with such a big team is very possible. The obstacle is ambition. As long as no more features are promised for the game and development continues as normal, it should be a straight road.

At this point, the core mechanics and gameplay to the game should be fully implemented, and all that is left is a few tweaks and a bit of polish before beta. If so, that would give enough time, to get the game into beta, out of it and finally polished off. I feel it may be tight, but it can be done.

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The Real Reasons People Fund Star Citizen https://www.gameskinny.com/aejdf/the-real-reasons-people-fund-star-citizen https://www.gameskinny.com/aejdf/the-real-reasons-people-fund-star-citizen Sun, 13 Nov 2016 18:06:20 -0500 Damien Smith

The other day we discussed why Star Citizen keeps getting delayed. Today we are going to take a look at why so many people have and continue to fund the game, despite no release schedule and it being in an alpha stage of development.

What makes Star Citizen so special, making it is the highest crowd-funded title in history? Why do so many people trust Chris Roberts with their money? As with many things, there are a number of reasons as to why. Let's take a look ... 

Roberts Has Never Made a Bad Game

Say what you will about Roberts' in the film industry, as a video game developer, he has never made a bad game. Any game that he has ever been associated with has never been panned by critics. Due to this, Roberts has gained the trust of millions of gamers.

Even other legendary developers in the genre have at times released titles that were not well received. Frontier Developments title Frontier: First Encounter, aka Elite III, sold poorly and received negative responses from the community.

Another example would be Egosoft's title X3: The Reunion. Upon release, it received mixed reviews. Their latest title, X Rebirth, arguably the worst in the series, holds only a 33/100 on Metacritic.

This is why so many people trust Roberts. While other legends of the genre have made mistakes resulting in bad games, he hasn't. Considering Roberts has been in the video game industry for over 30 years, to not have a bad game to his name, is quite remarkable.

Even If All Promises are Not Fulfilled, Star Citizen Will Still be Good

You might be thinking I am mad with such a statement. The truth is, Roberts has done it before. His title Freelancer released with a lot of the features he promised missing. With Microsoft calling the shots and pushing for the game to be complete, the more ambitious of the features were completely abandoned.

Despite this, Freelancer went on to be received extremely well by critics and the community alike. The game received 80%+ from almost every reviewer. Even today, 13 years from its release, Freelancer still has a huge following that has kept the game alive.

If Roberts has done it before, he can do it again. From Freelancer, many know that even if all the promises of Star Citizen are not fulfilled, it will still be a good game regardless. They know no matter what happens, upon release it will still be one of the best games of its genre. Therefore they have little fear when it comes to funding the game.

The Closest Thing to a Dream Becoming a Reality

Many of us grew up watching the likes of Star Trek, Star Wars and Battlestar Galactica. Kids have wild imaginations, and many of us have often fantasized ourselves embarking on intergalactic adventures. Such a dream is something that will never become a reality for almost everyone.

Only the most wealthy of entrepreneurs have ever had the opportunity to be space tourists. In total, there are only ever been seven space tourists. The latest being co-founder and former CEO of Cirque du Soleil Guy Laliberté in 2009. Laliberté paid an estimated $40 million for the tour.

Comparing that figure to the $15,000 - $30,000 that some have funded to Star Citizen, need I say more? To some, Star Citizen is the closest thing to ever living their childhood dream. If that isn't worth putting money towards, I don't know what is.

Everyone Has a Reason

For some funding, a game like Star Citizen is to simply see its completion. For some, it is because they are lifelong fans of Chris Roberts games. For others, it is due to wanting to fulfill their childhood dreams or at least the closest thing to it.

It may be seen as insanity to spend a lot of money on one game. But when you think about it, why do we play games? Why do people play Skyrim? Why do people play Mass Effect? Why do people play Red Dead Redemption? In most cases, it is to experience a life and world that just isn't possible in reality.

People play Skyrim to experience what it is like to live in a medieval fantasy world with magic and dragons. They play Mass Effect to explore an action packed galaxy with all forms of different aliens. They play Red Dead Redemption to temporarily live in a wild west world. 

Not matter how big or how small the contribution to Star Citizen is, everyone has a reason. Before thinking that anyone is mad for doing so, just remember, that every one of us have childhood dreams and play games for certain reasons.

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Crowdfunding: It's a Crowded Market Out There! https://www.gameskinny.com/3dwjz/crowdfunding-its-a-crowded-market-out-there https://www.gameskinny.com/3dwjz/crowdfunding-its-a-crowded-market-out-there Sun, 13 Nov 2016 08:24:21 -0500 SarahKel

Regardless of genre, crowdfunding has become a behemoth in the video gaming world, a driving force for revenue and interest for many of the industries most popular games and products. 

However, not all games reach the dizzying heights of success that certain games, like Tabletop SimulatorShovel Knight and Yogventures, have found. Some, for a variety of reasons, fail. There is never a guarantee of success with crowdfunding because developers must rely on selling an idea to gamers -- which isn't always easy -- but why are some games more successful than others? 

As Kickstarter highlights, crowdfunding is, well, a very crowded marketplace, with more than 11,000 video game based ideas on Kickstarter alone. Consequently, the sheer number of games saturating the market makes it very difficult for a great idea to stand out in a sea of noise.

For indie games, it seems that those developers who prepare their campaign the best and get the message ‘out there’ to YouTubers, Twitch streamers and the like stand the best chance. In effect, it’s that little bit of luck (plus being in the right place at the right time) that sets many games apart. 

For AAA games, many rely on previous success from either the publisher or other games in the franchise. What's more, many can afford a massive marketing campaign for their project, drastically increasing the reach of their brand, something many crowdfunded games from independent developers just can't afford. 

Of course, one cannot speak about the success of crowd funding without mentioning Star Citizen. The game set a world record for crowdfunded video games, which is interesting for a game not financially reliant upon its Kickstarter backers. But what really help the game reach new heights was that its developer, Cloud Imperium Games, marketed themselves extremely well and they picked the perfect time to pitch the game. It also helped that Star Citizen had a kick-ass game trailer, which became instantaneously popular with gamers who held fond memories of other space games like Wing Commander.

But Star Citizen keeps getting delayed Maybe it's because of its infamously expensive add-on items and packages (for example, the Combo Wing Commander pledge was priced at a whopping $12,000). Of course, the vast majority of crowdfunding pitches offer varying prices of pledge level, where backers are rewarded with extra goods, but equally the opportunity to add extra items to the pledge. This creates more revenue for the developers and their opportunity to showcase the very best of their animation and modeling skills.

Backers must trust that the developer can deliver an excellent game. And despite this, some games just don't succeed. For example, not even the notoriety of the Yogscast team could ensure that Yogventures became a success. 

Started in 2011, Yogventures' Kickstarter campaign was overly ambitious and made too many promises. This didn't stop passionate Yogscast fans from gladly funded the project, but it ultimately led to a backlash when backers did not receive the game. Quickly, blame was shifted to the game's developers, Winterkewl, who had simply used the Yogscast name for branding purposes.

Winterkewl gave insufficient information about their previous work history and were an inexperienced team. Consequently, the developers missed many deadlines and eventually went bankrupt. Had backers known the full story before backing, they may have been more reticent to fund the project.

The lesson learned is two-fold: Developers should never pitch unrealistic promises, but always be vigilant and considerate of what gamers are spending their hard-earned cash on.

Despite vigilance in choosing the right game, this does not guarantee success for crowdfunding backers. Another good example of this is Court of the Dead, a game based on the Sideshow Collectible figurines. With a premium and trustable toy figure manufacturer on board, what could go wrong? 

The game began on Kickstarter in early October, a campaign that ended a little over two weeks later, despite earning over a fifth of the target funding. Arcade Distillery, the Court of the Dead's developer, canceled the project because they felt it was unlikely to succeed. In effect, the developers wanted to contemplate on their strategy and hopefully, we will hear from them again and see Court of the Dead finally developed and released.

Sometimes, it can take time for a game to materialize into its full and final form. That's exactly what happened with The Mystery of Woolley Mountain, a point and click adventure where a renegade group of audio scientists attempt to save a town from the clutches of a nefarious witch.

Successfully crowdfunded in August and subsequently greenlit on Steam, with an expected release date of October 2017, The Mystery of Woolley Mountain took time to make, but ultimately looks like it will meet its production and release schedule, with few hiccups along the way.

At the end of the day, crowdfunding is a very risky concept for any developer, new or seasoned. There is no magic formula for success, and because we as gamers want games that are new, different and challenging, we will always look towards crowdfunding to fulfill our most epic gaming dreams and fantasies.

There are a lot of creative people out there who want their ideas to come to fruition, and there is nothing better than getting your audience invested in your game at the ground floor. Just know that success is just as common as failure -- because it's a crowded market out there! And standing out is hard! 

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Don't Waste Your Money -- Watch Out for These Red Flags on Any Indie Title https://www.gameskinny.com/m8ihz/dont-waste-your-money-watch-out-for-these-red-flags-on-any-indie-title https://www.gameskinny.com/m8ihz/dont-waste-your-money-watch-out-for-these-red-flags-on-any-indie-title Tue, 08 Nov 2016 11:27:32 -0500 Aaron Grincewicz

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Be Informed

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The key takeaway from all this is that you should be an informed indie game investor. This applies not only to the concept of the game you plan to back, but to the actual people your are backing.  Having a well thought out concept, a plan for development, and regularly interacting with backers are the signs of a funding campaign you can feel confident in.  

\n

Keep up with your investment, checking for major changes in plans and staff. Lastly, do some research.  Find everything you can on the people who are making the game.  Use Google's Image search to check the authenticity of artwork, making sure it wasn't copied from another site.  Search for the developers on social media. If you can't find anything, contact them. 

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What other red flags have you seen for indie game projects? Got other advice for would-be game investors and backers? Let me know in the comments!

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Can't Take Criticism

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Taking criticism, as constructive as it may be, is tough.  It's often said that it requires a certain level of maturity to take criticism. Sure, the internet is full of people that just want to push buttons and piss you off. It's also full of great advice from people that genuinely want to see you succeed. 

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If you see a developer responding with hostility to a simple comment, you can bet they do the same with coworkers.  While they don't exactly have to give in to the demands of investors, being able to listen and just consider their ideas is a good trait.  A developer that responds in a friendly way, thanking you for your input, is one you can be confident in.  

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Too Many 'Cooks in the Kitchen"

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Leadership is often the determining factor in a company's success.  Effective management can pull everyone together and provide a cohesive vision for the whole team. Sometimes, a team of leaders can be more effective than one. The important thing is that they all have specific roles, and don't get in the way of the overall vision.

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Creative projects can be some of the most sensitive when it comes to having a coherent vision. Conflicting opinions on the direction of the game, art-style, and other factors can not only delay development, but be catastrophic for everyone if they can't be settled peacefully. A heated argument among management could lead to the development team splitting up and a game being canceled.

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In the interest of investing in a project, it's good to know who is doing what. Who leads character design? Who leads level design? All of the roles should have a name with them. You should also check to see if those names change.  Did they update their backers on the change?  If not, ask why. 

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Who are they?

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It sounds cliche, but the world is connected.  If you're a business owner and you don't have a fairly visible web presence, you might want to take a few classes on social media marketing.  When you can't find any significant information on the so-called studio or developers you're considering investing in, you could be better off throwing your wallet in front of a dog like it's a pig's ear.  

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The same goes for their location. If the developer's funding page says they are located in California, but the contact info looks foreign, sound your alarms. As an informed investor, you should always check where the phone number prefix or email domains originate from. The U.S. doesn't use anything but "1" for its phone numbers.  So if a studio listed in California has a contact number starting with anything but the number one, be warned.

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You could always call and ask exactly where they are, and why the info doesn't match if you're still unsure. 

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Changes in Scope

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Developers can often get over-excited about their game -- which is understandable since it's often a passion project. It's similar to a new restaurant owner with plans to have a franchised brand. Long-term goals are great, as long as you can still complete the steps to get there.  

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Game designers can sometimes promise a lot of features and concepts for a game that doesn't even have a working build. When you invest in a game, and the developers announced they've scrapped plans for a console release to focus on mobile, or change the game from a single player story to a multi-player experience, this essentially changes the idea you put your money into and creates uncertainty.  

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If they made one big change that doesn't seem to match what backers signed up for, how do you know they won't make more?  

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No Core Concepts

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The best investments are often made with people that have a plan.  It's for this reason that just about every checklist for starting a business has "Write Business Plan" somewhere near the top.  

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A core concept could be considered the business plan of a game.  If the developer asking for money doesn't have any concept art, a prototype build of the game, or any real idea what the final game is supposed to be, that shows a lack of a plan. So goes the saying, "Failing to Plan is Planning to Fail."

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Backers Beware!

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No matter how big or small the studio, making games is a business. You have a budget, resources, staff, and expenses. And just like any other business, game developers also have investors. Whether these investors are wealthy entrepreneurs or backers on a crowd-funding site, they are showing faith in developers with their money.  

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And no matter whether your investment was great or small, you want to be aware of some warning signs that signal a scam or bad idea when it comes to a project you've backed. This is especially true at a time in the industry when it seems like more and more indie games are failing to deliver on their promises.

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So here are some of the major red flags to look for when putting your money behind an indie game. If you see any of these, watch out! Your game's developer might be biting off more than they can chew.

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Fig Passes SEC Review; Psychonauts 2 Will Receive Full Funding https://www.gameskinny.com/vx10w/fig-passes-sec-review-psychonauts-2-will-receive-full-funding https://www.gameskinny.com/vx10w/fig-passes-sec-review-psychonauts-2-will-receive-full-funding Fri, 07 Oct 2016 00:24:42 -0400 Greyson Ditzler

Tim Schafer of Double Fine Productions has confirmed that the crowdfunding website Fig has finally passed it's extensive review by the U.S. Securities and Exchange Commission (SEC), meaning that Psychonauts 2 will finally receive the full funding put in by unaccredited investors.

While Psychonauts 2 had a very successful crowdfunding campaign, raising over 3.8 million dollars by the end of it, it was not able to collect all of the money it raised for quite some time due to a required investigation by the SEC. Fig.co gives backers not just the option to traditionally back a game, but also the option to invest in a game's stock, and see a small return of the game's eventual profits.

Given the loose nature of crowdfunding liability for both backers and creators, as well as the strange and new nature of Fig's idea, the SEC review took several months. But after a long period of borderline silence on the matter from Double Fine Productions, the news is finally out, all money can now be collected, and the guaranteed development process of Psychonauts 2 is public knowledge. Those still interested in investing in the game can still do by going to it's official Fig.co campaign page.

Schafer confirmed this in a recent update video on Double Fine Production's official YouTube channel. This announcement was then followed up on in the same video with both Tim Schafer and Psychonauts 2 project lead Zac McClendon briefly showing off an early prototype of the game, for those interested. They've also released a documentary video covering the period at Double Fine just before the game's campaign launch, as well as during the launch, for those interested in double-checking their work. 

While it isn't very telling of the game's content, you can watch the original announcement trailer for Psychonauts 2, down below:

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A Dragon Named Coal and other games seeking support through Square Enix Collective https://www.gameskinny.com/p6sim/a-dragon-named-coal-and-other-games-seeking-support-through-square-enix-collective https://www.gameskinny.com/p6sim/a-dragon-named-coal-and-other-games-seeking-support-through-square-enix-collective Thu, 08 Sep 2016 01:13:06 -0400 Kris Cornelisse (Delfeir)

A Dragon Named Coal is the latest entry into the Square Enix Collective program. Featuring dragons, whether they be the fierce and noble or cute and cuddly, a disney-esque presentation style combined with gorgeous pixel art. The aforementioned art is merely a front to a much darker and more serious tale, drawing inspiration from the likes of Game of Thrones or Berserk to create intricate plots with consequences to your actions.

A Dragon Named Coal is also heavily inspired by such classic heavy hitters as Castlevania: Symphony of the Night, to deliver a sidescrolling action RPG with a variety of skills and variety in playstyle. So if you want to see more potentially interesting and creative game ideas spring up and succeed rather than fall away into obscurity... or worse, have them never be developed at all, then you might want to have a look at A Dragon Named Coal.

Sadly, the game isn't presently finished (though a demo is available), but with your assistance it could come out looking more like the game you want it to be.

Notable publisher and developer Square Enix have been maintaining their Collective program for some time now, which seeks to bring promising games in development into the community limelight. Rather than pick existing games that are already running (or have previously run) crowdfunding programs, they instead aim to have people provide feedback on the game so the developers can hone their ideas further. Viewers then vote for whether or not they'd back the game, and those with considerable notice may receive Square Enix assistance in their funding ventures, which can certainly help bridge the gap from concept to creation.

While there are many other games that have passed through the Collective with some success, such as The Turing Test, A Dragon Named Coal is the most recent and one that has caught my eye with its promises. There are a lot of interesting ideas drawn from sources that I'm quite fond of, and the dichotomy between the charming lead character and the potentially grim narrative are concepts I'd love to see explored.

Given that the initial Kickstarter rush appears to have died down and we're now into a more steady stream of crowdfunding ventures, it's quite easy for these projects to pass us by. This is likely further tempered by less than stellar results from big campaigns -- Mighty No. 9 comes to mind -- so having the Collective present games for feedback and general approval before seeking out funding seems like a smart decision and one I wholly endorse.

If any of this strikes your fancy, be sure to check out the links provided and show your support. With a little love from fans, we may get to play through the adventures of the adorable black dragon Coal sooner rather than later.

While you're there, be sure to give further attention to some of the other projects there. Square Enix is doing good work by helping out smaller developers, so it'd be a shame to waste the opportunity!

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