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Dimensional Rift on @indie gogo {Closed}

Discussion in 'Works In Progress - Archive' started by dapa5678, Nov 13, 2014.

  1. dapa5678

    dapa5678

    Joined:
    Nov 27, 2012
    Posts:
    23
  2. virror

    virror

    Joined:
    Feb 3, 2012
    Posts:
    2,963
    Hint, when promoting your game, don't use an image taken from another website.
    Even if that asset is bought for your game, its still better to show some real ingame screens : )
     
  3. dapa5678

    dapa5678

    Joined:
    Nov 27, 2012
    Posts:
    23
    will do thx
     
  4. pk_Holzbaum

    pk_Holzbaum

    Joined:
    Jul 26, 2012
    Posts:
    95
    Right now you're asking people for money to fund your hobby. Never forget that as soon as you get money from someone, you have the responsibility to deliver a product. Otherwise you will never be taken seriously again. Are you able to do that?

    The reason why I'm asking, is because your campaign on Indiegogo doesn't seem professional at all. Here are some points:
    -Do some proofreading. You have too many mistakes in your text. Your writing is probably better than mine, considering that your first language is probably English. But if you have a public text pledging for money, you should proofread it a hundred times.
    -You were studying game design by yourself for 5 years? What is that supposed to mean? If it means, that you have been surfing the web and reading about game design, then take this passage out. Don't make it sound like you are more experienced than you really are.
    -"We will have 20 single player levels and online mode". You don't really talk about the game and it's mechanics, but you already know how many levels you will have? Are you sure, that you will be able to provide this. An online mode is not an easy task.

    Guessing from the trailer and the screenshots, you guys look like beginner. That is ok and for a starter game it is not bad, but do you really need money? The money won't make a good game, nor will the bought assets. I don't mean to discourage you guys, but let me give you a little hint: Only ask for money, if you're sure, that you will deliver a finished and polished product.
     
  5. dapa5678

    dapa5678

    Joined:
    Nov 27, 2012
    Posts:
    23
    thx for the reply
     
  6. Everbrave

    Everbrave

    Joined:
    Nov 13, 2014
    Posts:
    23
    I have a few concerns with your game so far. I just looked at your page on IndieGogo and it's not the worst project I've ever seen. But it definitely has some problems.

    As far as your game design goes, I don't think you're on the wrong track at all, but if you're trying to make a memorable game you might want to think outside the box a bit more. Your video said this was a horror game like no other but I didn't see anything that really stood out as being different from any other horror survival game.

    My real concern with your project and the IndieGogo is that you're trying to raise money to purchase assets. Don't get me wrong, the Asset Store is fantastic and it's a great place to get assets in a pinch. But it's usually best to design your own art, music etc. whenever you can. The Asset Store isn't there to completely fill your game with content, though I'm sure you could do it with enough cash.

    I think pk up there hit it on the head about the multiplayer too.

    If your funding is successful, then I wish you the best of luck and I can't wait to see the finished product. But if it doesn't make it then I challenge you to take up game art. Learn 2D vector or pixel art, or jump right in and learn to model in Blender or Maya (My program of choice). Give yourself a couple months to really get the hang of the software and your skills and I think you'll be surprised what you're capable of.

    I wish you the best of luck, but I think you need to invest some more time into art, coding or music for games. It's really difficult to just be the designer. I tried that for a long time.