Failed kickstarter

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Failed kickstarter

Postby JohnWoo » Fri Aug 22, 2014 1:00 pm

I think the kickstarter failed because the video was done quickly.

But I think this game has all it takes for quick starter success.

Have you considered of giving kickstarter another go with updated video and
With stretch goals etc?
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Re: Failed kickstarter

Postby Dementei » Fri Aug 22, 2014 4:14 pm

Mmm probably not, we made it onto Steam.

If we did it would only be to buy all new assets (models, anims?, audio, etc.) and an engine license.
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Re: Failed kickstarter

Postby JohnWoo » Sat Aug 23, 2014 4:16 am

Yeah, sounds rigth.

The kickstarter could be used to turn mod -> upgraded and sellable game.

I think people would be ready to chip in for upgraded art assets and additional features. The amount raised should cover engine licence and the improvements.

Only the improvements would benefit the players, so the target amount should be quite high.

This leads to a question, what if the engine licence would skipped all together and all the kickstarter money would be used to upgrade the mod. Like in the original kickstarter campaign.

In that case , where would the money come for long term development?
Maybe fund raising through website/paypal...
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Re: Failed kickstarter

Postby Black_Stormy » Sat Aug 23, 2014 3:04 pm

I really don't want to do another kickstarter. Feel free to speculate on other forms of monetization though, we're all dictionary definition broke.
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