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Lord Windy
Mar 26, 2010
I'm curious as to why you needed the Kickstarter money, from what I understand you've done this almost entirely by yourself. I read the thing of what you need money for, so wouldn't you have been better off going for the 10% you needed for Artwork, adjusted for the VAT and Tax? The 20000 becomes likes 4000.

But to be fair, I'm probably only saying that because the Kickstarter didn't sell me on the game. Infact, if you let me I think I can explain the major reasons why this Kickstarter turns me off.

quote:

Sol Trader: a compelling space action RPG for PC/Mac

Fusion of Elite, Asteroids & Dwarf Fortress: 200 years of procedural history, characters & intrigue to discover each new game.

That is a bit of a mess to start with. If I find something needs to tell me what it is ripping off (not that you are, just using the term) than it probably isn't doing it very well. And in this case in particular, it conjures the wrong kind of idea of what the game is about.

What this game is Sid Meier's Pirates in Space without piracy. And it is an exciting version of it, I want to play that game.

quote:

Speeding through a dangerous asteroid belt to avoid pirates Going through those shoals of reefs so the pirates crash and you don't
Meeting the President of Earth's Old Federation Meet the awesome governor and his daughter!
Painting your ship the colours of your pirate band Choosing your colours to fly
Blackmailing an official for valuable information
Becoming a double agent for two different governments Getting letters of Marque from both countries and playing them against eachother for Land and Power
Trawling the city markets for the best deals by day
Hitting the bars at night to network with important contacts That thing where they gave you rumors and you could buy maps
Getting a friend to repair your ship for a discount
Outfitting your ship with extra powerful engines to escape pursuers Out fitting your pirate ship you stole
Mining asteroids for rare metals with specially equipped lasers I think this is new
Collecting satellite and ship debris for a paltry fee [i]Those stupid missions you could do, like escort a fleet of merchants for pennies!

Running out of fuel and calling a rescue ship
Avenging the death of a family member [i]You literally go looking for your family

Gaining lucrative missions from the senate due to your father's political connections
Collecting samples from a far planet for a scientific mission

Read that there, it is almost literally Sid Meier's Pirates. A deeper, probably better Sid Meier's Pirate. Dwarf Fortress is about building a fortress and having fun with all the random poo poo that happens. Elite is kinda like this, you got the image. I didn't play it a heap but I remember it more being about exploration than all the stuff here. Asteroids was a crappy arcade game where you shoot asteroids (my opinion).

But while it is like Sid Meier's Pirates and you could probably sell it better like that, you probably shouldn't try to sell it by comparing it to other games, sell it instead on the game strengths by itself. Just go in an immediately say what your game is, why it is fun and what is fun about it. Keep it as short as possible and link to a website for everything else. The parts about ship equipment, factions and whatnot shouldn't be as long as they are because I simply didn't read them.

quote:

Why Should You Back Me?

I have lots of experience working on games and large software projects:

I worked for four years as a professional AAA games developer. I worked at Elixir Studios at the start of my career, working on Republic: the Revolution, Evil Genius and other unannounced titles.
I've always loved making indie games. I sold my first indie title 25 years ago: I wrote a version of "tag" and sold it to my school friends for £0.10 at the age of 11. I care deeply about seeing this project through.
I built a software service company from scratch to 12 people, creating and shipping lots of software projects for customers.
I started programming 30 years ago and have been programming professionally for 16 years. I now train other programmers and blog and speak at conferences regularly on programming and team dynamics.
I've already built much of the game, as you can see in the video. Apart from paying for some artwork, I've already got three years of part-time development done entirely on my own.

You kinda speak about yourself a little much and you don't need to. And don't think me too mean, but I did big eyerolls at the 'sold my first indie title at age 11' and the 'programming since I was 6' parts (I only care about programming experience if you are doing an MMO.). The part about the software company actually makes me wonder why you can't bankroll it yourself and the AAA game developer doesn't really help much unless you say what you were. I would just assume you were QA there.

If you asked me to write it, this would be it.

quote:

Why Should You Back Me?

I've already built much of the game, as you can see in the video. Apart from paying for some artwork, I've already got three years of part-time development done entirely on my own.

That's it. It's also modest, which is a really good thing.

A lot of these things are subjective to me of course. I've never done a kickstarter, though I have backed a few. To me the most important thing is brevity and not comparing games to games. You should give just enough information for people to want the game without bogging the whole spiel down.

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