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  When to fund? (Kickstarter/Indiegogo)  (Read 1382 times)
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Online Jacob Pickens

JGO Ninja


Medals: 32
Projects: 5
Exp: 10-12 months


Do things you don't know how.


« Posted 2014-06-09 02:12:38 »

I have my game Zombie Nauts and I plan on kickstarting it or using Indiegogo to pay for advertising and webhosting. When would be a good time to do this? When the game is completely finished? When it is halfway? When it is in beta? Or the alpha stage it is in now?

I'm not really stressing over this but my mind has been rolling this question over and over in my head all day.

So, when is the best time and what is the best strategy?

Live development of whatever I feel like making! http://www.twitch.tv/jacob_pickens
Offline Drenius
« Reply #1 - Posted 2014-06-09 02:15:37 »

I would just work on the game and not even consider to use crowdfunding for a project of this small dimension. Sorry, but seriously.
Online BurntPizza

« JGO Bitwise Duke »


Medals: 286
Exp: 5 years



« Reply #2 - Posted 2014-06-09 02:16:49 »

When you have something people will want to pay for.

This is deeper than it appears at first glance. You have to have a defined project scope to present, effectively nobody will jump aboard a "hey I'm making this, we'll see what happens."
That's the first step I'd say. Define the limits and goals of the project, then ask yourself this question again.
Games published by our own members! Check 'em out!
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Offline ctomni231

JGO Wizard


Medals: 99
Projects: 1
Exp: 7 years


Not a glitch. Just have a lil' pixelexia...


« Reply #3 - Posted 2014-06-09 05:40:29 »

Uh no... Not yet.

Honestly, a much better and safer bet would be the android app store (with ads). The scale of zombie nauts is too small and doesn't stretch wide enough to generate much money. Add that to the horde of zombie games we have already, and you'd need a lot more polish to hit a level above the ridiculous amount of free zombie shooters that exist out there. There are just plenty of zombie games in the market, so standing out will be rough.

If I were in your position, I'd try the android app store and see how well it does there. If you gain enough people, then I'd use the money generated to produce a much higher quality production. It is all about the eye candy. If you look at the projects here that made it on steam or are candidates, those are the games that have a shot at doing well at kickstarter/ indiegogo.

Hopefully, you take this as strong advice. I have nothing against your game, but your bar has to be higher than what you can get for free on a flash gaming site. As it stands now, I'm not feeling it from zombie nauts. When that time comes and I feel your game reaches that standard, I'll post in that thread. Don't give up.  Wink

Offline opiop65

JGO Kernel


Medals: 160
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #4 - Posted 2014-06-09 12:40:00 »

Yeah exactly what everyone else has said. No offense, but your game isn't that big. I think you have what I like to call developer's tunnel; You are really excited and proud of what you have made, which is fine, but it starts to cloud your ability to think about the game critically. I mean, in your game you just shoot zombies that run at you. Its cool, but I don't see how you think that is worthy of someone else funding it.

Games that are funded on kickstarter are original, big games where the developers actually need the money to keep developing because developing the game will be their job. I fail to see why you would need the money to develop the game, it seems more like you just want the money for reasons unrelated to development.

Offline Herjan
« Reply #5 - Posted 2014-06-09 13:16:02 »

No offense, but your game isn't that big.
The less kilobytes, the better! (It did take several though, so you should take this lightly)

I mean, in your game you just shoot zombies that run at you.
Just shooting zombies you say? This game is amazing, I can play this four hours, it is strategically using your bullets for your survival!, its super addicting!

I don't see how you think that is worthy of someone else funding it.
Well I want to fund this!! Its the most awesome thing I have played since ages, I mean search on the forum as long as you like, but even Daedalus can't hold a candle to Zombie Nauts!

Games that are funded on kickstarter are original, big games where the developers actually need the money to keep developing because developing the game will be their job. I fail to see why you would need the money to develop the game, it seems more like you just want the money for reasons unrelated to development.
First of all, this game is more than just original and on top of that, he probably has had a artist career before making this game! (He also needs to be paid for that don't you think). Ofcourse he should start a Kickstarter and (if possible also) a indiegogo campaign, I mean, the first thing you must think of BEFORE making your first game is money!

Tip: You will make also a lot of money if you get it on steam, it will definitely be worth it!

PS: I don't want to make a fool of Markus Persson or anybody else in this forum, I really hope this will help people with something called a: 'developer's tunnel', and keep people from getting scolded and bullied for the rest of their life because of really stupid actions, I mean, see flappy bird's developer, even after only uploading it to the play store can make your life ***, let alone this...

Online Jacob Pickens

JGO Ninja


Medals: 32
Projects: 5
Exp: 10-12 months


Do things you don't know how.


« Reply #6 - Posted 2014-06-09 14:48:11 »

Now to the pressing topic.

Zombie Nauts is no where near my imagined version. I plan on adding a campaign complete with a story and full on character development. (I've been pretty good at writing stories since I was a wee lad so I'm excited about this part) Then I plan on adding a survival mode that will consist of looting house for ammo and new weapons along with food and water. You could then barricade houses and build forts. Then I plan on pushing the limit even farther and having a form of multiplayer. So, in the end the game is going to be more like a retro Project Zomboid, but with a little more of a twist.

Though, I agree with you guys. Where the game is now, is nothing even I would pay for. But, where the game is now, is in the beginning stages of beta. (I don't even have arcade mode finished yet!) So, never fear, this game is going to be great, or I won't stop until it gets there.

P.S. Zombie Nauts is a remake of my best game I ever made in Game Maker. The game on Gamemaker only has a simple arcade mode and was no where near finished. But for the weeks it was under development, It got a few fans and a lot people (IMO) liked it.

It's on Gamejolt here: http://gamejolt.com/games/shooter/zombie-nauts/15444/

Thanks for the suggestions guys!

EDIT: I only really need money to pay my artist. (Making art takes too long, its easier if I just don't do it and focus on the game haha) But hey money is good at buying candy too so. Tongue

Live development of whatever I feel like making! http://www.twitch.tv/jacob_pickens
Offline CHmSID

Senior Newbie


Exp: 7-9 months



« Reply #7 - Posted 2014-06-09 15:25:47 »

I mean, the first thing you must think of BEFORE making your first game is money!
I don't think this is the right way to go about making a game.
Just make your game the way you'd like to play it, and eventually people with the same mindset will hop aboard Pointing
Offline Drenius
« Reply #8 - Posted 2014-06-09 16:19:42 »

Herjan was a little bit sarcastic for those who did not get it btw.
Offline CHmSID

Senior Newbie


Exp: 7-9 months



« Reply #9 - Posted 2014-06-09 16:25:29 »

Oh  Grin wow I'm so slow today Cool
Games published by our own members! Check 'em out!
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Offline pitbuller
« Reply #10 - Posted 2014-06-09 16:29:34 »

Don't waste money for advertising.
Offline trollwarrior1
« Reply #11 - Posted 2014-06-09 17:19:57 »

I have this zombie shooter game. It is not finished at all, but I think it has more game play than your games does.. And honestly, nobody would buy a game engine. The game has to have gameplay.

http://www.indiedb.com/games/zombie-massacre
Offline Longarmx
« Reply #12 - Posted 2014-06-09 17:24:22 »

And honestly, nobody would buy a game engine.

http://unity3d.com/

Offline trollwarrior1
« Reply #13 - Posted 2014-06-09 17:28:32 »


Ow sorry I didn't make myself clear. Gamers wouldn't by a game engine. Unless its some next gen shit with the most realistic physics, graphics and sound there are on the market.

I wasn't talking from the developers stand point Tongue
Online Jacob Pickens

JGO Ninja


Medals: 32
Projects: 5
Exp: 10-12 months


Do things you don't know how.


« Reply #14 - Posted 2014-06-09 18:26:07 »

Ya I was only thinking around 200-500 anyways, and that not that much considering the amount of content I'm to have down the road.

Live development of whatever I feel like making! http://www.twitch.tv/jacob_pickens
Offline trollwarrior1
« Reply #15 - Posted 2014-06-09 18:57:01 »

You can put your game on funding when your random friend who doesn't care about your games and always refuses to play them, plays the game for 10 minutes.
Offline The Lion King
« Reply #16 - Posted 2014-06-09 19:17:22 »

Most of the stuff you would need funding for you can easily get for free (at your level).

There are many talented artists out there who wouldn't mind working for free on the side to help you out. There are forums and stuff to find people like this. You seem pretty young i'm sure that there are many talented artists in your own school. Just find them and talk to them, thats how I started out back in high school. It was just me and some friends from my school. Doing this will also teach you how to deal with people face to face rather than over the internet and can help you start networking at a young age. If your early network amounts to nothing at least you got the experience.

Now the honest truth. Your game is nothing special to a random joe out there. There are millions of zombie games and atleast 100,000 that are more mature than yours. But that's not a bad thing! Your learning, you're having fun, you are gaining experience. This is what is valuable.

In regards to advertising. Posting it on this forum gave it some buzz. Pass it around forums, chats, etc. Once it's more mature show it around your school, your friends, you football team. Whatever!

At your point, there is little to no need for money.

"You have to want it more than you want to breath, then you will be successful"
Online Jacob Pickens

JGO Ninja


Medals: 32
Projects: 5
Exp: 10-12 months


Do things you don't know how.


« Reply #17 - Posted 2014-06-09 19:20:56 »

Oh trust me money is way on the back burner for me right now. I'm over my immature money obsession from long ago. I'm kinda glad that I'm getting all this buzz because like someone on this forum said:

Quote
There is no such thing as bad publicity!


But for the people that tried to help me out, thanks a lot! I'll keep doing what I'm doing. BTW 0.4.0 will hopefully be out tonight!

Live development of whatever I feel like making! http://www.twitch.tv/jacob_pickens
Offline Spacebeans
« Reply #18 - Posted 2014-06-09 19:28:03 »

Quote
There is no such thing as bad publicity!


But for the people that tried to help me out, thanks a lot! I'll keep doing what I'm doing. BTW 0.4.0 will hopefully be out tonight!

*Cough* Day One: Garry's Incident. *Cough*

As for publicity, get people playing it. Doesn't matter how, that'l raise publicity.
Online Jacob Pickens

JGO Ninja


Medals: 32
Projects: 5
Exp: 10-12 months


Do things you don't know how.


« Reply #19 - Posted 2014-06-09 20:09:22 »

Garry's incident?

Live development of whatever I feel like making! http://www.twitch.tv/jacob_pickens
Offline Kefwar

Senior Devvie


Medals: 8
Projects: 1



« Reply #20 - Posted 2014-06-09 20:10:24 »

Garry's incident?
This: Day one: Garry's incident
Offline Spacebeans
« Reply #21 - Posted 2014-06-09 20:10:36 »

http://lmgtfy.com/?q=Day+One%3A+Garry%27s+Incident

PC Power play gave it a 0/100.

Quote
No element of Day One appears stable, polished or functional. Avoid the big green "Add to Cart" button lest you suffer an incident of your own. [December 2013, p.82]
Offline pitbuller
« Reply #22 - Posted 2014-06-09 20:45:47 »

Ya I was only thinking around 200-500 anyways, and that not that much considering the amount of content I'm to have down the road.
Setting successful crowdfunding campaign is way more work than 200-500 is worth.
Online Jacob Pickens

JGO Ninja


Medals: 32
Projects: 5
Exp: 10-12 months


Do things you don't know how.


« Reply #23 - Posted 2014-06-09 21:19:03 »

Haha, honestly thats alot for me.

Live development of whatever I feel like making! http://www.twitch.tv/jacob_pickens
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 246
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #24 - Posted 2014-06-09 21:48:14 »

Kickstarter isnt to make free money, it's to generate funding to spend on the development of your game.

Regardless of everyone's previous statements about the scope of your game, the bottom line is you don't need any development money. So, you should not be doing a Kickstarter.

Just finish your game, and try to market/sell it if that's what you wish to do. If your final product is great, you'll make some cash. If it's not, head back to the drawing board and try a new game. Wink

Personally though, I think your games are too small/lightweight to sell, I think you should just make them ad supported or donation based and offer them for free. You'll probably make more money in the long run that way.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Online Jacob Pickens

JGO Ninja


Medals: 32
Projects: 5
Exp: 10-12 months


Do things you don't know how.


« Reply #25 - Posted 2014-06-09 22:13:02 »

Zombie Nauts is going to be far from my other games. Its going to be anything but small. Just, It's hard to sell a game when you're 13.

I tried Desura and made 40 bucks but I had to fill out this tax payers form and I don't have that info. (And my parents are paranoid of giving away even their last names on the internet so I cant get them to budge)

Does Steam have something like that?

Other than that I tried Gamejolt and made 10 bucks. (Very proud) Then I tried Itch.io and made 10 bucks as well. (I love itch. It is so nice for the developers but it isn't as popular as it should be so your chances of making money without advertising your game is pretty low)

One thing I've never done is sell off my own website. Is that hard? (Ugh making money is hard I'd rather just give it away for free after marketing all this shiz Tongue )

Live development of whatever I feel like making! http://www.twitch.tv/jacob_pickens
Online BurntPizza

« JGO Bitwise Duke »


Medals: 286
Exp: 5 years



« Reply #26 - Posted 2014-06-09 22:16:04 »

If you are making money, there will be bureaucracy involved, doesn't matter who your vendor/distributor/publisher is.

Giving it away and building rep/community for your next game while you figure out the legal hoops might just be your best bet.
Online Jacob Pickens

JGO Ninja


Medals: 32
Projects: 5
Exp: 10-12 months


Do things you don't know how.


« Reply #27 - Posted 2014-06-09 22:17:43 »

Well I heard that if I'm not making more than 900 dollars a year and I'm still a minor I don't have to pay taxes on it. But if I make anymore than that then I have to add it to my parents income.

Live development of whatever I feel like making! http://www.twitch.tv/jacob_pickens
Offline saucymeatman
« Reply #28 - Posted 2014-06-09 23:46:07 »

How do you expect to get paid without giving out your last name haha
Offline Cero
« Reply #29 - Posted 2014-06-09 23:50:56 »

in germany at least its very illegal selling stuff professionally through a platform being under 18. maybe at 16 there is some gray area with parents

if you want to sell even one item on a platform like desura or play store you have to be > 18 and you have to do it at least as a freelance using a W2 form thingy

Easiest solution: find an adult who is the name on paper.

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