As sad as we were to see our campaign failing, we we didn't spend its last week giving in to despair. We rallied our effort and made a plan on how to push forward and see this project through to the end. The support of our backers encouraged us to be bold, to move forward with confidence, to not plan for failure.
TL:DR - Expect our second go to come in August or September.
All Or Nothing
In our initial pitch, we said we had a plan for finishing the game in roughly 3 months if the campaign failed. Our minimum viable target has a severely slashed content outline, a much more linear progression, and several character advancement and gameplay features pulled back or eliminated entirely.
We are abandoning our minimum viable target.
Instead, we will focus all of our available resources on retrofitting and polishing the game to produce a strong demo, that will show well for reviews and let's plays. For the demo, we will:
- Implement the dodge roll, varied attack animations and block/counter features from our stretch goals.
- Finish the implementation of a wider variety of enemies for the demo, including at least one boss fight.
- Produce more visually interesting tilesets and environmental props for the middle and foreground level art.
- Finish the implementation of our sound design.
- Complete a challenging set of stages that prologue the game with 5-15 minutes of content.
Focused and Effective PR
We have begun to reach out to a handful of professional PR firms to compare their services, track records, and price structures. We are expecting to come to an arrangement with one of these firms by the first half of May. Parallel to working on completing our demo, we will be working with them to build our social media following and hopefully secure better media coverage for the launch week of the new campaign.
Once the demo is finished, we will begin cementing the plans for our next campaign with our PR consultants. We anticipate it will launch in August or September this year.
Starting next week, we are going to turn our website into a development diary with weekly updates about the project and snippets of our work in progress. This will be in addition to our regular social media posts on Twitter, FaceBook, Tumblr and Instagram, so make sure to follow us there as well.
We have no idea when Steam will be canceling Greenlight, which means we have an unknown but limited amount of time to get approval before it's too late. So in the short term, we will also be working to promote our greenlight page and secure our spot on Steam before the new campaign launches. Similar to our KickStarter, we have a good ratio of Yes votes, we're simply having trouble getting eyes on the project.
"It is impossible to live without failing at something, unless you live so cautiously that you might not have lived at all, in which case you have failed by default." -J.K. Rowling