Entry #53

Kickstart a Qoosh 2?

2013-02-11 21:26:40 by AethosGames

If any of you have played Qoosh, you may be able to tell that I treated it like I was making a small version of a real game instead of what you would usually see in flash.

So I've been kicking around the idea of actually doing the Qoosh 'sequel' as a full downloadable indie game. I really want to make it bigger and better, take it more in its own direction instead of leaning on portal so much (although the portal references are a part of what the game is, so they'll still be there. I <3 you Valve), and the best way to do that is to leave the flash format. I would be able to try and get it Greenlit on steam and I would have a windows version, and perhaps a mac version as well if sales warrant it. Of course the best way to actually get this off the ground is to have a kickstarter for it.

I've had a few people comment on it (here and on other sites) saying that they wish it was for their xbox, or they want to see it on steam, or they would pay money for it, or that it feels like a real game. But I wonder if enough people think that to warrant a full version to kickstart.

I'd probably shoot for somewhere between $8,000 and $10,000 for a goal, of course that depends on what my price for art and music would be for a game that would be roughly 5 times as long with a bunch more stuff.

(TL,DR) Anyways, I'll get to the point. I want to know if you guys would be willing to pitch in to a 'Qoosh 2' kickstarter. What kinds of rewards would you want for contributing (beyond just getting the game)? Come on people! Let me know!

Also, if you haven't played it:



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2013-02-11 23:11:29

Hey man, I'd pitch in a little bit!

AethosGames responds:

You'd definitely be doing some voice acting!


2013-02-12 00:31:50

Why can't I throw monies at you?

Well anyway,

Stretch goal:

The soundtrack (Always good for me)
Name in credits
Ingame "something" designed by backer
The soundtrack, again. I really love those.

AethosGames responds:

Yeah, I was thinking along those lines as well.


2013-02-12 01:39:51

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.

AethosGames responds:


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.


2013-02-12 06:56:10

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

AethosGames responds:

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.


2013-02-12 12:49:09

Yeah I couldn't' figure out the platformer thing, myself. William and Sly doesn't translate well either.

Steve Jobs strikes again! XD


2013-05-25 17:56:58

Seems fine to me. One of the kickstarter items could be a little plushie of Qoosh :3.


2014-08-11 05:40:16

I don't support kickstarters, but if I had money I would pitch in. The plushie and the level editor sounds nice