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Game News Bloom - "Action adventure with a dose of RPG" on Kickstarter

Grunker

RPG Codex Ghost
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I really didn't consider people who would be donating as simply consumers. Instead, I see people who donate as those who want to become part of the indie game community in supporting unique / exciting projects.

You are trying to make people donate in a forest of sweet indie games popping up. As CLEARLY the most expensive (much more so than Project Eternity and Wasteland 2) you must also be the best/most interesting. I know you believe in your game, but I hope you are modest enough to see that there are KS-titles more high profile than yours? When I need to figure out which projects my small income go to, do I help the kindda cool action adventure costing 30$, or do I pledge to THREE projects costing 10$?

Also, you seem to have overseen the fact that most Kickstarters don't get people who pledge 100$ instantly. People pledge 15$ to get the game, and then your updates and stretch goals will build up hype and interest among the pledgers, and they are convinced to up their pledges to higher tiers. Your 150.000$ won't come from people who instantly dedicate their existence on the internet to the success of your game. It will come from people who say "sure, I can pitch 15$ to this" and then become gradually more dedicated and interested in the game as they follow updates and discuss the game.

This is pretty basic stuff, and I'm honestly baffled by the sheer amount of developers who try their hand at Kickstarter without first talking to some expert on how to do a successful one. It seems many of you just dive uncautiously into this without ever checking how Kickstarter works, what a given project can expect, and how to maximize your funding. I'm pretty sure Brian Fargo and others in the business would be happy to give a few minutes of their time to help out an indie dev get their bearings on Kickstarter.

It's a damned shame too, because your game looks hella cool. I really hope you suceed, but I simply can't defend pledging to it with all the money I already spent on Kickstarter. I can put my money to comparatively better use by backing more projects with the same money.
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
Bloom is an unfortunate name for a game.
I hate Bloom.

Haha, No no, it isn't graphics Bloom. It is like a flower Blooming, since the game has such heavy nature themes :)

I came up with it a couple years ago when I wrote / drew the graphic novel for it.

Maybe you should tell what kind of famous game it could be compared.

Well, it will have an innocent type of adventure feel (like The Legend of Zelda), but overlapped with some more mature themes.

Game-play wise, I have never seen a game like it (which is saying a lot, since, well, I'm not exactly new to gaming).

That is the thing, we aren't trying to copy some famous game. We are doing something (both graphically and game play wise) completely new.

But c'mon an adventure game? It may be a nice game but if it shouldn't be made, there are enough other games. No one will give a damn if it isn't made
It is hard to miss what was never there.

Bloom will be making big news if it is made (there are a few aspects which will cause a big commotion and really challenge the industry...). From the game play (completely new), to the way the graphics are handled (the tech has never been applied, as it is pretty innovative advancement... which I got from its creator. Even my method for handling how I generate the assets is something that will make the industry pause ~but this is more of an insider type thing for others in the games industry~), and the themes (the game story and some elements will be covered everywhere, as it has never been done).

If you think this is "just an adventure game", you are completely missing what we are doing. We aren't highschool kids who want to play game developer.... we are professions...who work in the industry now... who want to do something new and exciting, something that we are passionate about that we don't find in work.

If I wanted to just make "a game", I would go apply at Blizzard or lucas arts ~_~

Also, I think 150.000$ is too much. What is the minimum amount you need to make the game? How much is groceries, rent, electricity bills etc for 18 months and 2-4 guys?

Uhhm.... really? 150k is extremely low. Very extremely low. A good art director costs about 150k a year. If we were highschool or college kids doing this, sure, it would be fun to get an apartment together and do some type of dorm living situation. Also, remember, after rewards and fees...we only see maybe 100k of that. Now cut out what you need for licensing. Suddenly you aren't being left with very much money. For 2-4 people? Are you serious?? We aren't homeless you know....we actually are people who don't like to eat catfood.

And 18 months? If we were doing a simple side scroller, sure. Bloom is a rather ambitious project though (even at 2 years, it might go a little over). We have the skills to do it at a professional and polished level, but, it is going to take a LOT more effort than doing a bit of pixel art. We are talking about serious production here.

Again, I can't stress this enough, we aren't some kids who want to play game developer with some random crazy project and no skillset. This isn't some desperate attempt to get into the industry instead of working some horrible minimum wage job. If the campaign fails, my life doesn't come crashing down. I just go back to working in a major studio and working on the project when I can (but, if you know about production schedules in a studio, it is easy to get burnt out... and working around the clock for long periods will destroy anyone after a short time. Which is why companies who rely on constant crunch time ends up having such a high turnover rate of employees).


In terms of promotion, yea, we gathered a ton of feedback from gamers and professionals (I chatted with friends at Blizzard, ubisoft, valve, blur, disney, ILM, NCsoft ....and a lot of others for feedback. They loved the project. Some lamented at the fact that they wished they were in a spot in their lives to come join us, but, well, they kind of have families so can't do this right now).

And that is the thing. I am in a position in my life where I can dedicate a bunch of time and be pretty passionate about the project. But, really, in a year or two I would like to start a family and my situation is going to change. Working for living costs isn't going to be something I can put on the table once that happens (the only reason I'm able to do it now is because I have some savings. You know, because I have car insurance, I pay rent, I buy clothes, I go out to eat... I'm actually a functioning person?).
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
This is pretty basic stuff, and I'm honestly baffled by the sheer amount of developers who try their hand at Kickstarter without first talking to some expert on how to do a successful one. It seems many of you just dive uncautiously into this without ever checking how Kickstarter works, what a given project can expect, and how to maximize your funding.

Oh, kickstarter is pretty new. The entire concept of crowd funding popped up in the last 3-5 years. There really aren't many experts on the subject (though loads of articles covering different aspects).

Don't worry though, I'll be adjusting the rewards. I didn't realize kickstarter had become a storefront (I don't say that in a sarcastic way, I really didn't realize it was seen by people as a pre-sales vehicle... it is pretty new, I think from the influx of the 2 or 3 last major major campaigns to go through, they changed the game completely).
 

Grunker

RPG Codex Ghost
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Oct 19, 2009
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Copenhagen
I didn't realize kickstarter had become a storefront

It's not a storefront. People don't go to a store, buy a game, then come back five days later and say "you know what, this game was so interesting I'm going to give you another hundred bucks."

You want people to finance your game. The burden is on you to make that an interesting prospect. There are so many games on Kickstarter, we can't support them all. It stands to reason you balance interest and finance. Ergo, to be worth 30 bucks at the lowest level (where you actually get the game), you guys have to be 10-15$ more interesting than Wasteland 2, Double Fine Adventure and Project Eternity - easily the most high profile games on Kickstarter.
 

PosledniKovboj

Scholar
Joined
Dec 29, 2010
Messages
196
Also, what is to be considered is the "futility" factor: some people actually do calculate whether a given KS project is likely to reach its funding, and if its nowhere near, they dont even bother clicking the buttons and logging into Amazon. Even though you probably hate that attitude, you want their money too, and Im afraid you are getting damage there considering the slow start of your KS pitch.

Huge props to you for listening to feedback. I hope your game succeeds.
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
Definitely :) I just did the update which gives everyone a lot more freedom in what they want as a reward for backing us (I actually think this is great that people will be able to select the things they want the most as a reward and get exactly that).

You guys have definitely helped a bunch. I realize not everyone has the 30 dollars to donate and some want to help but really just want to grab the game. Hopefully this is a good compromise :)

I really don't think people are using kickstarter just to grab cheaper deals on games (so, the storefront analogy was out of line). I still think anyone coming to kickstarter truly does want to help out companies needing a hand ....BUT, they also want something back for showing support (which is totally understandable).

~~edited, i added in one treasure seed as a default. So, basically, if you want just the game...you can get it for $15. Then you can do add ons.


...................................


~Please note, all other reward tiers automatically will have this feature added to be able to purchase add-ons for their tier...this includes the 1 default Treasure Seed to get them started~~

When purchasing the "Treasure Seed Collector" tier, you receive a "Seed Pouch" for your account (which will also be given as an in-game item to help you in your adventure). The pouch comes with one Treasure Seed already inside.

This pouch then allows you to purchase and trade additional "Treasure Seeds" for various rewards!

Simply pledge the amount you wish and select this tier. Ten dollars ($10) is deducted for the pouch, and the rest is converted over into Seeds (where you will be able to select your rewards at the end of the campaign).

Additional rewards Trading Post rewards may be added in the future.

1 Treasure Seed = $5

----- Trading Post -----

1 Seed – Care package / Map (from $30 tier)
2 Seeds –The game! Digital Download (from $30 tier)
2 Seeds – Creature Amulet (from $75 tier)
4 Seeds – Digital Art Book / Soundtrack Download (from $50 tier)
6 Seeds – Signed Poster (From 75$ tier)
10 Seeds – T-Shirt (From $125 tier)

((International shipping +2 seeds for physical items))

~~Also note, this tier receives a "Treasure Collector" title and will appear on our studio walls.~~
 
Self-Ejected

Ulminati

Kamelåså!
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RTwP. Being targetted at XBox/Ouya. Called Bloom.

1425560-resizedscreenshot607_super.jpg


The whole treasure seed thing reeks of nickel and diming people, not to mention it's going to make it even more expensive to package and mail peoples stuff to them when you have to customize every package.
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
Oh no, actually the treasure seeds end up being a bit cheaper (definitely if you want just a specific reward, like only want the game and a tshirt and don't really care about the other things). It is simply a way to not destroy the other tiers completely and allow people a more customized option to their rewards (and allow those who already donated the chance to put on add-ons, or switch to the collector tier completely and just customize their package).

Since we don't have the packages already made, it isn't more expensive (remember, we are a tiny tiny team... we will be personally sending things to people... ).
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
The whole treasure seed thing reeks of nickel and diming people, not to mention it's going to make it even more expensive to package and mail peoples stuff to them when you have to customize every package.

Not at all. Plenty of Kickstarter projects use a similar mechanic (usually to get additional money out of those who already pledged) including Obsidian with PE (if I'm recalling right).

Only other suggestion I would make now is to make it somewhat more clear that $10 + $5 seed gets you the game (perhaps as a parenthetical in the $10 tier). Other than that it's just a matter of getting views on the page. Are you on Steam's Greenlight?
 

Phelot

Arcane
Joined
Mar 28, 2009
Messages
17,908
You all are some broke motherfuckers complaining about $30 :lol: And this coming from me, you should all feel bad




didn't pledge
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
Yup, we are on steam greenlight at http://steamcommunity.com/sharedfiles/filedetails/?id=107014991&searchtext=

This lower tier was a pretty patch job on the entire reward structure (giving other rewards the ability to get extras and things, combined with a cheaper alternative for the game ...without completely destroying the 30 dollar tier).

The reason for adding on the extra seed as a default was to give more value to the 15 dollar tier (so they can get the care package / map addition without spending anything extra)...also to let the 30 and 50 dollar tiers get the amulet for just 5 extra.

It is a bit confusing, but hopefully not too much?
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,761
Location
Copenhagen
You all are some broke motherfuckers complaining about $30 :lol:

:roll:

It's not 30$. For some it's maybe 150$, and you have to choose which games to spend it on. For some it will be 500$, but you still have to spread these among the projects you care about the most. Of course you'll be looking to get the most bang for your buck.

Your quote suggests everyone has either infinite money, or money enough to support each and every game they have the slightest bit of interest in with a) the minimum to get the game and b) anything above that they feel the game deserves/want to pay for extra loot.
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
You just pledge 15....select the 10...and then at the end of the campaign, we send a survey asking how you want to spend your 2 seeds (and then you go "game please" and we go "okie dokie").
 
Joined
Sep 29, 2012
Messages
143
Project: Eternity
Well, its a smidge convoluted, but thank you for implementing this; you have my $15. Consider putting a succinct explanation (like what you just posted here) on your main project page, if possible. I'm your second Treasure Seed Collector, and I only decided upon that after reading your abridged version.
 

Minttunator

Arcane
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Estonia
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Major props on listening to feedback, Studio Fawn! A lot of developers just get upset and defensive when faced with criticism, even of the constructive kind. This is especially true here on the Codex where posters can be a bit more brusque than on the average forum. :P

Also, with regards to the whole discussion about reward tiers - where previously you would have gotten $0 out of me, you now got $15 because I feel the new tier is more reasonable. Either way - even if this Kickstarter doesn't reach the goal, I hope you guys don't throw in the towel, keep working at it and maybe come back in the future with something that's been fleshed out more. Most importantly, I think that actual screenshots and gameplay videos help tons when pitching a project (though I realize Bloom is a while away from that stage yet).
 

Vival

Erudite
Joined
Apr 13, 2004
Messages
230
Sure looks beautiful and a fixed isometric view using mostly pre-rendered assets(not just the environment) sounds great. I was always curious how that approach would look with modern day sculpting software.
 

zeitgeist

Magister
Joined
Aug 12, 2010
Messages
1,444
Haha, No no, it isn't graphics Bloom. It is like a flower Blooming, since the game has such heavy nature themes :)

I came up with it a couple years ago when I wrote / drew the graphic novel for it.
Link?

Bloom will be making big news if it is made (there are a few aspects which will cause a big commotion and really challenge the industry...)
What are they?

Also, what are these alleged Hollywood credentials, who is "we" (what other team members are there), and do you live in a mansion?
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
I put in a short explanation / example in the comments. Hopefully that helps some.

It isn't online, but here are a couple of the art pages from it (it ended up being 35-40 pages long)
bloom-side.jpg



We don't want to release everything we have planned so early. Some of the aspects of the game we want to save as a great surprise :)


Also, what are these alleged Hollywood credentials, who is "we" (what other team members are there), and do you live in a mansion?

I go over some of the credentials in the pitch. Such as having worked on projects for disney and nickelodeon. The other team member at the moment is a great programmer friend (living in florida)...and of course various friends who have helped out (like the voice overs). We have a bunch of offers for help (writers, composers, things like that)...but we really want to wait to add on people till after the campaign and we know what we will be working with.

lol also, +1 cyber stalking for you :P You found out I'm transgendered. I don't exactly hide it though (that video is pretty old btw, I'm further along now :P). I typically use the name Ivory Oasis for anything art related. I wish I lived in a mansion! That is just my apartment ?

Since I'm here, here is a sketch from today :)

MC-001-002-small.jpg
 

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