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TIGSource ForumsCommunityDevLogsThe Forgettable Dungeon: Online Co-op Roguelike - Early Access Release!
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flipswitchx
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« Reply #180 on: October 21, 2015, 04:34:04 AM »

I see a banjo reference and i know i'll like something. Some of the mechanics made me laugh out loud.  Hand Clap This will be a huge success me thinks =)
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Rotondo
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« Reply #181 on: October 22, 2015, 07:18:21 AM »

I see a banjo reference and i know i'll like something. Some of the mechanics made me laugh out loud.  Hand Clap This will be a huge success me thinks =)

Thanks! I was so happy when one of the testers made that banjo sprite, it's so well done for 8x8 pixels lol.


----

The kickstarter is at 90%!

https://www.kickstarter.com/projects/rotondo/forgettabledungeon




So close to being funded after only 8 days!


Sadly not much development to report since I've been mainly playing PR guy but check out this gif I made for #indieDevHour the other day.





Edit: Also the guys from Mindcrack played the demo I sent them!





It was such a relief to see people having fun with the game.
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Xonatron
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« Reply #182 on: October 22, 2015, 07:40:53 AM »

Gotta love those voxel explosions.
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« Reply #183 on: October 23, 2015, 08:51:28 AM »

Gotta love those voxel explosions.


Yeah, I'm a big fan of them as well. It's funny thinking how long it took for me to get them right though. You'd think explosions would come naturally.

----

The kickstarter is stalling a bit at 90% but I made a quick mockup of what the kickstarter credits are going to look like,



https://www.kickstarter.com/projects/rotondo/forgettabledungeon/posts/1391885


Hopefully things pick up soon, I've been talking to a few streamers/youtubers so hopefully things will work out.
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« Reply #184 on: October 23, 2015, 09:17:48 AM »

That's a neat way of doing it!

I wouldn't be too concerned about meeting your mark, I feel like you won't have any issues with it. I know, from doing a Kickstarter (450k) that a lot of people set projects to remind so they can decide closer to the end date, and if the project is, or is close to, being funded they'll add theirs to the mix. We were in the same situation where we were getting really down to the wire when suddenly, overnight, we blew past it. Haha.

So I suspect you'll also see a small little jump near the end, especially since you're <1,000 to go.

Good luck. Game looks awesome. :D
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Rotondo
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« Reply #185 on: October 27, 2015, 10:42:58 AM »

@Osteel

Thanks!

Congrats on your kickstarter by the way.

----

We got 100% funded yesterday!



https://www.kickstarter.com/projects/rotondo/forgettabledungeon/posts/1394984

Thank you everyone who posted in this thread and helped me along the way, it really means a lot.

Now on to some stretch goals!
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« Reply #186 on: October 27, 2015, 11:06:26 PM »

Congratulations on getting to 100% funded. 264 backers are currently pledging $8,436.

Here are updated graphs for The Forgettable Dungeon:
http://i.imgur.com/7TiKpLf.png

Here are notes about those graphs:
● October 24th had a $250 tier backer appear that disappeared from that spot the next day. The daily data Kicktraq graphs shows $-28 for October 25th.
● There is only 1 backer that is unallocated (not tied to a reward tier). This is good. The presence of a $1 tier is expected to cut down on the number of unallocated backers.
● The unallocated funding amount is at a healthy low. You don't have physical rewards, so that unallocated amount shouldn't become large. Remember that unallocated funding usually comes from backers pledging extra for shipping (or campaigns cheating).
● The $24 tier at $1,632 in allocated funding is the best performing tier for contributing towards the funding amount. It is contributing more than the $12 tier and the $9 tier's allocated funding combined (currently $1,482). I consider a drop of 75% in the number of backers from one tier to another to be acceptable in the tiers priced below $100 (such a big drop may sound extreme, but that is what I often see). By that standard the $24 tier for The Forgettable Dungeon is doing very well at getting backers to upgrade from the $12 tier. The drop from the $24 to $40 tier (I'm ignoring the $36 tier) is acceptable.
● The "Percentage of the total number of backers by reward tier over time" graph is used to indicate changes in new backers' preferences. Y-axis gains means the reward is becoming more popular. The $24 tier is on the rise and the $12 tier is falling in popularity of getting picked. The $9 tier is capped, so it will naturally have its percentage decline.
● The average pledge per backer amount is hovering around $32. Many video games with a $15 price end up around $22 to $31 per backer. For a $12 priced main tier (that introduces a copy of the game) it feels just a tiny sliver high, but not high enough to worry about it. From experience the average can stay rather consistent in the Kickstarter trough. It can then rise (due to existing backers upgrading) or still stay consistent in the last week. What this means is that you can divide your stretch goal amounts by $32 to get a rough estimate of how many backers to expect. For example the $12,000 stretch goal for deathmatch mode may need about 375 backers. The $16,000 stretch goal would be looking at about 500 backers. Remember before launch I thought you would need to aim for about 320 backers to reach 100%. The $24 tier doing well is helping to boost the average up.
● The "Score" row is about dividing the number of backers by the number of days into the campaign. This score is believed to be the most heavily weighted part of Kickstarter's ranking algorithm. You want to stay above 8. The famous projects can score in the hundreds in their trough period. One of the big reasons general Kickstarter advice says to have a big launch day is because the first 24 hours is the easiest time to get a high score (and thus more visibility) because it is still dividing the number of backers by 1. After the first 48 hours it gets tougher and many projects just fall to the bottom of the rankings where they get forgotten because they didn't build up a following before launch.
Kicklytics shows a trend to $9,076 (109% of goal). It feels like you could at least reach the first stretch goal, but it is too late at night for me to do additional calculations.
● The campaign is now in the dreaded Kickstrarter trough period. Look at the shape of the $12 tier getting more of a hump as it has less y-axis gains per day. As Osteel's post mentioned, there is a surge at the end from people who clicked the reminder button and the general sense of urgency the looming deadline brings. I would expect the campaign to grow slow and steady, then have a surge at the end. That is a shape seen in the main reward tiers of many campaigns. Examples: [1] [2] [3] [4]

Going forward:
● There is an opportunity to have a Halloween-only project thumbnail or celebrate Halloween in some other way.
● You could pursue cameos of characters from other kickstarted indie games and cross-promotion with other active campaigns.
● The demo is doing well with Let's Players. Keep up trying to get the game into Let's Players' hands.
● Remember to not neglect project updates. Now that the campaign is over 100% that removes some of the urgency. Updates help maintain excitement. The /r/proceduralgeneration subredddit post talking about the first-person then twin-stick shooter origin of the game would make good project update content.

Good luck in the Kickstarter trough. Doing PR can be a marathon.
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Rotondo
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« Reply #187 on: October 29, 2015, 11:01:44 AM »

As always thanks for the suggestions LobsterSundew, I'll definitely make a post later today talking a bit about the history of the game.

Right now we're definitely in the slow period, when I'm able to get the game in front of peoples eyes they really seem to love it. The hard part has been actually getting the game in front of people without just seemingly like a spammer.


We did get covered by co-optimus today which was really nice, http://www.co-optimus.com/article/13655/watch-us-play-the-forgettable-dungeon-what-s-this-game-about-again.html

But if anyone has any suggestions on how to combat the slow period I'd love to hear them.
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Rotondo
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« Reply #188 on: November 01, 2015, 08:45:09 AM »

Need a video game character? Why not Zoidberg?



Made this the other day and someone posted it to reddit where it amassed 550,000 views!

That is one way to build up awareness of a game, we also got a 1700 dollar boost in one day from the post!

https://www.kickstarter.com/projects/rotondo/forgettabledungeon


Thing have been going really well, I'm still hoping that some news site will pick up the game before the Kickstarter is done.

Tonight I'm going to be sending out a lot more emails!
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LobsterSundew
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« Reply #189 on: November 03, 2015, 11:19:11 PM »

The $12,000 stretch goal has been reached. $3,905 more until the next stretch goal (or about 126 more backers).

Here are updated graphs:
http://i.imgur.com/ouHzVvV.png

● October 30th (light blue bar) had a burst in activity thanks to /r/gaming. The $12, $24 and $1,000 reward tiers did well on that day.
● The $12 didn't grow on October 29th. That was the slowest day of the entire campaign so far.
● At around 14:00 PDT the campaign showed $-12 for November 3rd at the same time there was a net increase of 12 backers. It looks like another $250 tier backer that appeared on November 1st left that tier.
● Later in evening on November 3rd (orange bar), the campaign suddenly started to do way better for backers. Something to notice is that most of this new surge is happening mostly at the $12 and $24 tiers. The $70 tier did get one more backer. There were also 3 more $1 backers.
● I've added "Campaign's backers over time" and "Campaign's funding progress over time" graphs. Notice how on November 3rd the total number of backers jumps up, but the total amount pledged has increased less than it has on days like October 30th.
● The average pledge amount per backer was rising a bit, but then dropped down again thanks to November 3rd's new backers.

A surge of backers is still happening at the same time I'm typing this. The $12 tier has already risen to 153 backers in under 2 hours since 21:00 PDT. At first I didn't know where the traffic source was. There was a NeoGAF thread a few hours old, but it was too new to be the source of such traffic. BATTLETECH and MuvLuv were two high profile campaigns that both ended earlier on November 3rd, but they also wouldn't explain the burst. Then I saw the /r/pcmasterrace post with over 3,000 upvotes right now.
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Rotondo
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« Reply #190 on: November 05, 2015, 08:38:23 AM »

We hit the first stretch goal the other day!



I posted an update about it on the kickstarter, https://www.kickstarter.com/projects/rotondo/forgettabledungeon/posts/1403697

I made this gif for r/PcMasterRace and it took off http://i.imgur.com/q9Wx26I.gifv

That gave us a huge boost, all together the three top gifs are totaling around 1.5 million views now.


We've also been getting some really great youtube coverage, people seem to really be enjoying the game.







Millbeeful - The Show - The Forgettable Dungeon (Kickstarter Demo)
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Rotondo
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« Reply #191 on: November 07, 2015, 09:45:09 AM »

The game got covered by Indie Game Magazine!



http://indiegamemag.com/voxel-rogue-like-the-forgettable-dungeon-enters-final-week-on-kickstarter/

The Kickstarter is slowly winding to a close but we're keeping a good pace.

I also put up a quick write up on r/gameDev on some things I learned during the Kickstarter if you guys want to check it out,

https://np.reddit.com/r/gamedev/comments/3rnfy8/lessons_learned_amidst_my_kickstarter_campaign/
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Rotondo
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« Reply #192 on: November 10, 2015, 05:00:12 PM »

The kickstarter is in the final 48 hours!

It has been a crazy ride, I am looking forward to taking a bit of a break then finally getting back to work on the game.



https://www.kickstarter.com/projects/rotondo/forgettabledungeon

I never would have imagined doing a Kickstarter would be this tiring.

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LobsterSundew
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« Reply #193 on: December 07, 2015, 12:23:59 AM »

Here are the final graphs for the campaign:
http://i.imgur.com/vdBRkxy.png

546 backers pledged $17,000 (204% of the goal). The average pledge amount ended up as $31.14 per backer. In the last 48 hours was another burst of new backers.

It is important to proofread and double-check the backer survey's questions before sending out surveys. The system only allows one attempt. You can't go back and fix spelling mistakes. The survey can be individually customized for each reward tier. Survey results can be later downloaded as a spreadsheet file.

For campaigns with physical rewards, it is often recommended to delay putting out the backer surveys until close to the manufacturing date of items like t-shirts. Why? Because it avoids having to manually update a bunch of mailing addresses for backers that relocated to a new address between when the campaign ended and now. For a digital-only rewards campaign like The Forgettable Dungeon that isn't a problem, so there is the freedom to send out the survey any time before the beta test. What can be a surprise to project creators is how slowly backers can be at filling out their surveys. The e-mail can get buried in inbox backlog or people can be on vacation, etc. Project creators can see who hasn't yet finished the survey and individually contact them with a reminder to complete it. There is eventually a cut off date of 2 weeks after the survey started. After that backers who didn't complete the survey will have to arrange something with the project creator like manually being added to the spreadsheet.

Forgetting to ask an important question creates more manual work later that could have been avoided. An example is kickstarted games that added support for PS4 keep forgetting to ask which region a backer's PSN account is in. Keys on PSN only work in the region they were generated for. If a project creator is worried about getting the questions right there is the opportunity to preview survey questions to backers in a project update for their feedback. The Forgettable Dungeon mainly needs to ask for an e-mail address to send Steam keys to, a name/username to go into the credits and text fields for some tiers to collect info like descriptions of the weapons/monsters/rooms those backers designed. Remember it is also possible to write instructions into the survey such as providing a secret e-mail address to send in the monster/weapon/room description and what formatting of the e-mail subject line to use so the e-mail doesn't become lost in your inbox because of a poor easy to forget subject line like "Hi" instead of "Design a monster tier Kickstarter backer".

Good luck with development.
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« Reply #194 on: December 18, 2015, 09:56:49 AM »

So psyched the KS campaign was successful. This is going to be such a hit Smiley
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« Reply #195 on: January 06, 2016, 10:48:48 AM »

Thanks LobsterSundew for all the info and the advice.

So psyched the KS campaign was successful. This is going to be such a hit Smiley

I'm hoping, people already seem to really enjoy it I just hope I don't let them down.

----

Been a while since I've done a dev log, pushed the beta out in december for testing then sadly got sick so I haven't been as active posting.

However I made some good progress, implemented UPnP so that more people could host without manually port forwarding.

Check out this exciting screenshot!




Now for something a little more visual, been working on the ice world just made this enemy the other day:



Click or go here for higher quality: http://i.imgur.com/Cm029tL.gifv

So yeah things have been progressing nicely, right now the biggest thing I have to figure out is how to centralize all the users to one place and keep them updated.

I have emails, kickstarter backers, tig source, blockland forums, reddit, my dev log, indieDB. People are scattered everywhere.

Would be nice to have everyone in one place but I need to figure that one out.
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Rotondo
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« Reply #196 on: January 16, 2016, 02:00:32 PM »

More progress on the ice world, made false floors.



Higher quality: http://i.imgur.com/uesqqZG.gifv



Still a bit to go on them but they're fun so far.
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« Reply #197 on: January 16, 2016, 03:46:28 PM »

Brilliant concept. As everyone has stated, I really love the explosion effects here, and this has a great 8-bit aesthetic to it.

What have you been building the game in? Is this Unity or MonoGame?
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« Reply #198 on: January 16, 2016, 04:39:38 PM »

Brilliant concept. As everyone has stated, I really love the explosion effects here, and this has a great 8-bit aesthetic to it.

What have you been building the game in? Is this Unity or MonoGame?

Thanks, I'm happy you dig it.

This is actually built in torque, I chose that because of how familiar I was with it. It also has pretty great networking out of the box.

The rendering's all custom so it's a bit harder to pick out as a torque game, only fully stock thing is the console window.
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Rotondo
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« Reply #199 on: January 26, 2016, 05:12:50 PM »

Made the classic style fireball trap, still needs some dressing up and effects but it functions.



High res: http://i.imgur.com/zI697xh.gifv

Looks oddly jittery in gif form, but looks great at 60fps.

Always wanted to make this type of trap, I'm happy I finally got around to it.

Here's a pic of the hitboxes as well,



Things are progressing nicely, backend stuff is moving along as well as the ice world theme.

Edit: This is the 200th post in this thread, neat!  Toast Left ZEL Moblin

Edit2: more refinement:



High res: http://i.imgur.com/13COeth.gifv

It's funny how small changes can make things so much better.
« Last Edit: January 26, 2016, 07:40:57 PM by Rotondo » Logged

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