I've been working on this project for a few months now and I'm realizing it could be so much better if I could hire an artist and another engineer to help me build it. Unfortunately this requires money so I am asking for your help. Please back my Kickstarter project:
http://www.kickstarter.com/projects/1873615828/gsm-a-space-invaders-prequel
Any amount helps!
Please help fund this game
Hey, I don't want to let you down but...
you got A LOT(A LOT, A LOT,...) to do in your game.
Maybe asking for some help instead of money is a good start ;)
you got A LOT(A LOT, A LOT,...) to do in your game.
Maybe asking for some help instead of money is a good start ;)
Hey, I don't want to let you down but...
you got A LOT(A LOT, A LOT,...) to do in your game.
Maybe asking for some help instead of money is a good start ;)
I'm not sure you read why I am asking for money. It is specifically so I can hire artists, musicians and engineers to help me complete the game. It's pretty tough to find people who will do this kind of work for free and even then it's kind of a big risk. I realize this game is far from done in its current state. I do appreciate your concern though. Do you have any other more specific advice you would like to give me? I would really appreciate it.
[quote name='sdl' timestamp='1315709589' post='4860209']
Hey, I don't want to let you down but...
you got A LOT(A LOT, A LOT,...) to do in your game.
Maybe asking for some help instead of money is a good start ;)
I'm not sure you read why I am asking for money. It is specifically so I can hire artists, musicians and engineers to help me complete the game. It's pretty tough to find people who will do this kind of work for free and even then it's kind of a big risk. I realize this game is far from done in its current state. I do appreciate your concern though. Do you have any other more specific advice you would like to give me? I would really appreciate it.
[/quote]
I think his point was more that you need to get a lot further on your own before you start asking for people to pledge money to your project. Also, at least 2 of the points on your kickstarter page were completely irrelevant to me and made me lose interest as soon as I saw them. Porting the game is irrelevant until you have a game to port - what your girlfriend thinks... I guess that was your attempt at making it a bit more light hearted and personal? Either way, you need to come across as more professional and focused - right now it's all very sparse with info and vision - remember; that's why people are going to give you money. Vision.
Okay. So now that we've got that out of the way, let's talk about the game. So, first off, the concept doesn't seem very appealing or unique at first - major turnoff at this point. +1 for having a video, -1 for the rudimentary state of the game. Bad thing that you don't seem to be communicating any clear vision where this is going or you actually don't have any clear vision to begin with - that's what the video should be focusing on; show me your game and convince me! Second, why are there no walls? I mean, it's not like implementing a single level populated with monsters would take an eternity for one skilled programmer - so, why isn't it in there? Is shooting monsters running down invisible floors the gameplay? Or did you just not bother with the whole 'implementing' stage? How is the final game going to look like? There doesn't need to be any fancy art to show this off - just some basic textures that could easily be found for free as placeholders.
Did you simply not have the time to do it? Uh-oh. Now I am questioning your commitment or skill. This is going downhill.
Look, these are fairly simple problems that you got to deal with - first, get a clear vision for the game and make a video communicating that vision. Second, get the basic gameplay in place before you start asking for people to hand out money. Third, don't put any crap in the kickstarter page that isn't related to the project - keep it nice and simple. Fourth, good luck!
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