Why can't I throw monies at you?
Well anyway,
Stretch goal:
Editor
Rewards:
The soundtrack (Always good for me)
Name in credits
Ingame "something" designed by backer
The soundtrack, again. I really love those.
Hi, I make games and stuff!
Age 35, Male
Flash Programmer
Johnson & Wales University
Denver, CO
Joined on 8/30/08
Why can't I throw monies at you?
Well anyway,
Stretch goal:
Editor
Rewards:
The soundtrack (Always good for me)
Name in credits
Ingame "something" designed by backer
The soundtrack, again. I really love those.
Yeah, I was thinking along those lines as well.
yaaayyyy not ripping off portal
I feel like it's a couple mechanics short of being a full game. Coming up with loads of new stuff for No Time was legitemately hard. So seriously brainstorm ideas like absorbing powerups, having secondary abilities on the right-click, evolving Qoosh over time into a more complex organism, fusing puzzle elements together, seperate pieces that have interesting reactions on each other, what kind of AI puzzle pieces you could have, and avoiding stuff like portals and time-puzzles and gravity-wells and all that that's bin done to death already.
The game is interesting and cool, but you're gonna have to come up with at least 5x as much interesting and cool content for people to be happy about it coming to steam. So try n get a head start on that by just writing stuff down, or brainstorming on paper or something.
Definitely.
I've been brainstorming a bunch of new things, new ways to expand on the mechanic, new in game elements, even a potential mechanic shift. I want to keep the game interesting all the way though like I tried to do (did?) through this one.
Ew Kickstarter AND greenlight mentioned in the same post! Don't let your love for Valve blind you to the truth; their whole operation isn't very good for you. You are assuming all the risk, and they get to reap a portion of your rewards, as well as up front fees.
I suppose @I-smel would know best if it's worth it, but I remember him making a post about it being "not that great" or something to that effect.
ANYway, don't let me rain on your parade. I don't ever buy games these days, so I probably won't be giving you any money. Qoosh is a really fun game, though, so I could see it working out for you if you wanted to use it as a springboard into "bigger" games. I'm betting you'd make more money turning it into a 5 part flash series, it's likely you'll have to make a flash sequel to promote it anyway. But like I said, I don't have any direct experience on selling to the masses, so I can only speak from what I've heard from people.
Now, if you can turn it into an iPad/iFone game, then promote it with flash, that seems to be where the best market is right now. The apple-tarts enjoy spending money on things, and the store makes it very easy for them. :P
It wouldn't just be steam of course, the main item would be the .exe.
I probably would make more money turning it into a 5 part flash series, but it would take longer due to the sponsorship process being terrible. And like I said, I really want to do better things with the game, and things like file size restrictions make having huge games not an option.
Also, making a platformer for the iPhone/pad is a terrible terrible idea.
Yeah I couldn't' figure out the platformer thing, myself. William and Sly doesn't translate well either.
Steve Jobs strikes again! XD
Seems fine to me. One of the kickstarter items could be a little plushie of Qoosh :3.
I don't support kickstarters, but if I had money I would pitch in. The plushie and the level editor sounds nice
NecroBump.. did u ever kickstart this?
Not necessarily, but I am currently working on a metroidvania using the teleport mechanic.
@AethosGames is that still in development? i loved qoosh back then and id be super excited to play anything you make!
Apatheria
Hey man, I'd pitch in a little bit!
AethosGames
You'd definitely be doing some voice acting!