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Quip Anomaly Kickstarter Launched
Posted: Fri Jan 29, 2016 10:48 am
by mentics
I have a line of games in the Quip universe I want to create. As far as crowdfunding goes, I thought it might make sense to start out small and then one by one launch bigger projects.
For the first step in that, yesterday I launched the kickstarter for a:
"Fast paced 2D obstacle avoidance game of physics-based action requiring a quick navigating mind and nimble fingers."
https://www.kickstarter.com/projects/me ... ip-anomalyOther than the glaring lack of video which I hope to rectify soon, what should I change? I would welcome any feedback and suggestions for the campaign page. The funding goal is only $250 so I didn't go crazy on it. Just tried to explain the project and some context for it. But I'm not confident I took the right approach. It's hard for me to understand how the backer would view this.
Re: Quip Anomaly Kickstarter Launched
Posted: Fri Jan 29, 2016 4:24 pm
by hyperstarter
Hi there. Hmm no video, no images and..no backers ;( I think you need to look at your competitors and base your page on what they did. Perhaps restart it again
Re: Quip Anomaly Kickstarter Launched
Posted: Fri Jan 29, 2016 4:46 pm
by mentics
You mean no images like concept art or game play explanation images?
For the video--do I have to have a prototype footage to display? Or can I just describe the concept in some way in the video and that's sufficient? Or do I just need some video that engages and doesn't need to explain the game play at all?
Don't need to restart, I can try to add the things needed.
As for competitors, at this low of funding goal, there are projects that have done even less than what I have already and gotten funding, so it's hard for me to tell from that what is important and what isn't for the campaign page.
Re: Quip Anomaly Kickstarter Launched
Posted: Fri Jan 29, 2016 5:36 pm
by mentics
I have added a video and a concept art image for the main character now. Are there other images you would want to see on there? Or again, in general, other suggestions?
Re: Quip Anomaly Kickstarter Launched
Posted: Sat Jan 30, 2016 2:52 am
by hyperstarter
Hi. I'd approach it like this : If I'm visiting your page and don't read the text or watch the video > would I be able to tell what sort of project you're looking to fund?
At a glance (which is what people do, esp on mobiles) the page looks like it's something to do with space.
I wouldn't connect it with a mobile game until I read about it. There's no screenshots or anything to engage me as a potential bacjer. I'd suggest drawings, layouts, information about who's working on the project, a bullet point list as to what the game can do and so on...
Re: Quip Anomaly Kickstarter Launched
Posted: Sun Jan 31, 2016 11:38 pm
by Cristina
This post has been moved to the General Chat + Introduce Yourself section.
Re: Quip Anomaly Kickstarter Launched
Posted: Mon Feb 01, 2016 4:40 pm
by mentics
Thanks again for the feedback so far. I have rewritten a number of things based on feedback I have received. The primary one left is making it more clear exactly how the game is played, so I'll work on doing that both in the new video I put up there and in the text.
Re: Quip Anomaly Kickstarter Launched
Posted: Mon Feb 01, 2016 5:05 pm
by Amplex Corporation
Hi there!
A few critiques on the video:
The speech modulation is difficult to understand,
You talk briefly about the controls, but the video itself seems to just show some objects knocking into one another. I recognize this is an early alpha stage prototype, but as a viewer it's unclear to me from this clip and your explination below what I as the player would do in the game, or how I would control it.
Also, the video ends rather abruptly. The first time I viewed it, I thought it was simply buffering and would continue in a moment and feels very raw and unfinished.
Best of luck to you on your campaign!
-Curtiss
Re: Quip Anomaly Kickstarter Launched
Posted: Tue Feb 02, 2016 10:27 pm
by astoryfromthesky
Looks cool, good luck!
Re: Quip Anomaly Kickstarter Launched
Posted: Wed Feb 03, 2016 12:24 pm
by mentics
Thanks again everyone who has contributed so far. I have made changes based on the feedback I have received, and I have uploaded a new video this morning that is much better. It's nice to have real in-game footage to use.
One of the big feedback was explaining the game play. I have tried to do that in both the video and in the text of the campaign page. I welcome any and all feedback always, of course.