And on that note, I Kieran Kehoe of PolyInteractive Games would like to say, sorry.
OUR NEW HOME FOR THE HOMLESS
It wasn't the biggest of living spaces, especially for 2 grown adults with all their possessions in one space, but we managed to turn this tiny room into our very own nerd den/ office, chucking out the bed, and living in sleeping bags and on futons.
To give you guys n gals an idea of the living space of which we inhabited, I took it upon myself to design you a not so accurate blueprint...
But our biggest issue wasn't the living space, nor was it Karen banging on Johns door at 3 - 4 am demanding drugs because she can't quite sleep... or Karen ringing every intercom in the building at 5 am because she'd locked herself out of the main building.
It was the hunger, as our product had failed to impact the market as much as we'd have liked, we were left with £0 and still having to make minimum debt payments with what NEA fund we were given to survive.
So we hit food banks, and I'm not going to lie... Those things are lifesavers and I encourage people to donate food they're not going to eat to these things, it's because of food banks myself and Alex survived as long as we did back then.
THE IDEA PERIOD
So we hit the Polycount forums searching from programmers and artists of all kinds, from the environment to prop, but we were capable of starting our project with a small team.
Whilst searching for a team to help any one of our new 6 game designs, we also took to sending emails to "Publishers" I know I know... Never send your ideas to publishers as they will steal it... However at this point we needed help, and no Indiegogo or Kickstarter campaign has done well with just pictures and words... They want substance.
So we reached out to publishers who claim to consider ideas that are in the written format with a few images, so we did just that, although the controversial thing I noted was in their emails in return "We like/ love the idea, however we'd like to see a vertical slice/ gameplay/ video of the game in action before we can make a decision on this" despite our emails stating that there is no such thing due to funding issues, we need pre-funding for vertical slices/ demos, this is why we're reaching out to you in the first place.
And this is my current gripe with Publishers, I know it's a lot to ask for your time, but if you took a day of emails and responses to a single gaming studio about a product you "Like" you could learn about the capabilities of the studio offering said product.
With funding, we can make an amazing studio, with the funding we can kick-start our games and start making an honest business.
However, after my above rant... If you're a publisher and you're reading this because we sent you a link to our website, then you're excluded from the hatred as you've clearly taken your time to seek out more information and we thank you.
THE POPLOON PROBLEM
However due to him starting school again things soon went dark, so with Poploons being completed (minus the implementation of adverts) we decided to release it as a paid game, as reading reviews on other similar games we noted that over half of the complaints were about advertisements tricking kids into clicking and following said advertisements.
But it seems to make Poploons a paid game was also another issue, as it failed to attract attention despite its child-friendly art, however, we do in future have plans to make Poploons free once our programmer once again becomes available.
But due to the strain of debts, lack of responses from publishers and no sign of funding in our near future, it took a severe toll on Alex's mental health, as well as mine. And due to this strain, Alex moved back down to his hometown Somerset, pretty much shutting down and abandoning responsibility (which I don't blame him for).
took it upon myself to gather all the company information, contacts, debts and place them all on my head, only asking Alex to do one thing... "Get a small job" so he can help pay off these debts while I work on the company, taking at least 30% of the stress and strain from his shoulders and placing them on mine.
And I'm not going to lie, this has been a long uphill battle, a very stressful, anxiety-filled hill... And I we're still not at the top, but we're also not giving up.
After Alex moved down south, I moved in with my girlfriend, who has been amazing enough to take my stress and help keep me clothed, fed with a roof over my head while I try and get this company onto its feet, and I am aware that it's because she has two mouths to feed, that she can't treat herself, but one day I would love to return the favour.
And I'd like to thank the people who have actually helped us in our times of need.
Once again, if you're a publisher reading this, please consider our game idea and help us make a future out of whatever idea it is we have sent you.
Don't forget to donate to food banks.
And if you'd like to back us as a company you can find a donation button on our homepage, and we will appreciate anything you send us and hopefully, in future, we can send you something nice in return.
And last of all, if you want to invest in our company please please please reach out to us, because we have a lot to give to the gaming industry.
Just follow the link to our web page https://tinyurl.com/Polyinteractive and hit us up in the "Contact us" section of the page.