Hey there! Game looks great! I'm not a dev, but cover a ton of Kickstarter campaigns so figured I'd chime in.
Great thanks for all the feedback, and sorry for the delay in my response!
- I like video cover image. I love that the video shows a ton of gameplay footage. However, the aspect ratio is kind of jarring, what with the black box around it and all. Particularly noticeable once it goes to a different aspect ratio once you start talking. The game looks great, but the video quality is a bit blurry and grainy. This is also much more pronounced when compared to the quality of the video of you talking.
I had major video production problems. I had hoped to use a program on my PC called OpenShot but it ended up having a bug where I could not save! So I tried Microsoft Moviemaker and that was fairly pathetic and couldn't cover tracking the audio with the video so immediately dropped out.
After that I scrambled to find other solutions that I could afford - and as it turns out my 5 year old Mac Mini I could purchase the most recent iMovie and that worked out.
What DID'NT work out is iMovie no longer supports 4:3 ratio ; however the Kickstarter help pages claim that your video will be forced in to a 4:3 resolution when you upload it.
As such I recorded all my video of gameplay in 4:3 and then by the time I realized my production app wouldn't support 4:3 I was stuck in a crappy letterbox.
Long story short : Your absolutely right that sucks!
- The video content showing the game was great. The only other thing I would have liked to see would be something on character creation, and also any sort of boss monsters you might have. The talking portion really lost me though. You're a nice guy, I'm sure, but talking to the camera for that long lost me. One thing I might suggest it either cutting out the talking portion completely and having that be a separate video on the page, or chop the talking portion to a minute or less and show gameplay or artwork while you're talking in cuts.
Thanks for the honest feedback. Several people have noted the talking portion was either boring or just no where near as motivating as the gameplay video. ALong with the cut from 4:3 being jarring I have now edit the video and removed the speaking portion altogether.
- I'd encourage you to add more animated gifs. The lighting and the monster movement in the game are great, so let gifs show them off.
I spent the evening last night also editing the video to be shorter based on audience feedback as well. So I'll try to get more animated gif's up but it'll be in the next day or 3.
- Your intro line "A classic single player dungeon crawl Computer RPG in the vein of Eye of the Beholder and the Legend of Grimrock." draws me in because I'm a huge fan of those games. Not sure why "Computer" is capitalized, or even there (guess it's there for SEO?)
Because "CRPG" is a very well recognized genre and at first I put CRPG but then I realized millennials may not all have heard that term - so I decided to break it apart a bit and left the capitalization. Unclear now if thats a good thing or not

- The budget breakdown is good, but the funading goal seems extremely high. I understand things cost what they cost, but without being a big name this project seems closer to $50,000 - $80,000. Maybe $100,000 - $120,000 if much more of the game were to be shown. Again, not trying to insult you or pretend to know what things cost, it's just that when people look at a campaign they have an idea of what it should cost; even if that feeling is based on ignorance.
So quite a few people have mentioned this - but your probably the most non-attack oriented person to do so ; therefore I'd like to discuss this a bit.
Firstly I got quotes from sound engineers, artists, asset stores, print shops, DVD authoring services and so on. The number I came up with is a real number for the game I want to produce. Its not a pie-in-the-sky wish for a random number that I'd like to have.
Secondly producing video games is in fact expensive. I don't know what people expect me to do - put myself down to $4.25 an hour,divorce my wife, put my child in an orphanage, move in with my dad in a trailer park in south carolina and make them a game as cheap as I possibly can?
I get paid $88k a year right now at my day job - and like most people in the world I have bills, a mortgage, car payment, credit cards, internet service bill etc. I can't take $4.25 an hour as my wage to produce the game.
So then you have two things that can be done:
A) I can build a campaign that is the bare minimum to only buy from others what I need such as paid art and sounds but continue the way have been doing and putting in about 1 hour a night on weeknights and about 8 hours on a weekend and the game will be finished in about 5 years completely pissing off any backers OR
B) I can ask for what I need to seriously set aside time without completely destroying my life and producing the game at a level that I think will maybe not be AAA but at the very high production value that I'm aiming for. I can ask for the amount that will let me quit my dayjob and spend 10 hours a day here at home working on this game and deliver it in somewhere between 1-2 years.
In reality 400k is *not* a lot of money to produce a game. I'm completely flabbergasted that people think this is a huge amount. The only reason I can think that is the general public's consensus is that they have no idea what it takes to pay a software engineer nevermind producer, artists, sound engineers, level designers, and all the reward product.
If people respond and like the game - I want to produce it right and comfortably both financially and timewise.
If they don't - then honestly Id rather not have 10,000+ backers crawling up my hind end asking me why the games taking so long and I'm busting my butt 10 hours a day at work come home and take care of my family, eat dinner, play with my son for 30 minutes and then get 1 hour of programming before bed.
Some of my "expensiveness" probably also comes from the fact that I'm a one man team right now and I'm going to have to pay for just about everything. I made sincere efforts at recruiting people but honestly there's a gigantic amount of competition to get people in on projects and no one wants to work for equity anymore. It's incredibly hard to create a team and after spending 6 weeks focusing on it and NOT making much progress on my project I moved forward hoping crowd funding would put some money in my hands - because that is what people respond to not equity deals.
So yeah .. thats my number. I do appreciate the feedback but either I do this realisticly or I don't want the stress and deadlines that come with a crowd expecting a product.
- I'd encourage you to have one or two early bird reward tiers. A $15 one for a copy of the game, for example.
I've seen a lot of contrary advice especially some noting it pisses people off. Instead I am going with advice that someone gave on a kickstarter site (can find the link if needed) that recommended making an 'irresistible $1 offer' as a sales technique. As you may know the hardest part of any transactoin is getting someone to say yes to any part of it. But once they become engaged they are much much more likely to make a purchase. My $1 beta access of the first level is designed to get a lot of people to come in at $1 who will then go "you know, 20 bucks is nothing I just want the full game" and then upgrade.
- Do backers at the $5,000 not get to be in the game?
I've removed that level based on other feedback. I don't have the resources to jerk rich people off in the bahamas and they can buy their own vacation packages (sorry - real feedback given to me by others) so I'm dropping that in favor of focusing on gamer centric packages that are lower priced.
- I'm not convinced that increasing the volume of prizes per tier is the best way to get people to back at higher levels. For example. The difference between the $25 and $35 tiers is an extra copy of the game. Given that it's not multiplayer I don't feel a desire to get an extra copy.
I appreciate that however I had feedback otherwise as well. Quite a few people like to get a game and give one to their son, daughter, spouse, buddy at work etc. Or get a steam key and give it as a gift to someone at christmas. There's lots of value in a discounted second copy and giving out digital keys has no cost to me after the primary production is complete.
- What's a Level 1 Beta? Is there a Level 2 Beta I can get? Is there an alpha that you can offer? Alphas are usually offered in the $75 tier range btw.
I could do a better job on this you are correct. Its just a beta build that only has the first level in it. I'll clarify that in the campaign thanks!
- I'm confused by the $5,000 aspect of the $25 tier. I understand that you're seeing that as your money spot for backers, but it's a stretch goal with a different (more confusing) name. I like it in theory, but has the potential to be confusing and could easily get out of control if you get a ton of people on the tier.
Essentially its a way for people to give $5 extra if they feel they want to be community contributors/designer feedback and vote on the new classes I'll be adding to the game.
Kind of funny but I showed a dozen people in person the campaign and they immediately got this without any prompting from me - I'll watch out if anyone else calls out the confusion and if so make further clarifications on the page. I appreciate calling it out!
Okay that's all I have time for, off to work again.
Thanks again!