[Invalid ^^] Failing the Kickstarter

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UnrealDiego
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[Invalid ^^] Failing the Kickstarter

Post by UnrealDiego » Fri Feb 08, 2013 7:51 pm

So, to be honest, it doesn't seem like the game is going to pick up enough on pledges to meet the goal. Although you stated you may give up on this project, I think it just needs more time. This game is still rather unknown, and starting a Kickstarter so soon doesn't seem to be the greatest idea.

So my question, what exactly are your thoughts on this? Do you really want to stop developing on this game? Because I really want to see it prosper, since the gameplay is very unique and furthermore seems really nicely fleshed out.

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Re: Failing the Kickstarter

Post by drewdjca » Fri Feb 08, 2013 8:27 pm

I completely agree with UnrealDiego. even if you have to put it on a back burner for 6 months so you guys can actually work a job somewhere and putt around on the development. get your game into a great alpha state(mid march you stated?) and then restart the kickstarter.

what ever pace you decide to set(or are forced to set) i'll gladly keep coming back to reinvest if this or next kickstarter fails.

This game reminds me soooo much of minecraft/harvest:massive encounter blend it's amazing. i always wished Harvest was more complex then it was and this guys i think is the game that will do just that!

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Re: Failing the Kickstarter

Post by MatLaPatate » Fri Feb 08, 2013 10:00 pm

At least, you should add a way for us to pay even if the kickstarter fail. Maybe we'll be less people doing that, but I really think the game needs time to be known, it shouldn't die before living because you guys aren't studying marketing instead of computing ...

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Re: Failing the Kickstarter

Post by UnrealDiego » Fri Feb 08, 2013 10:33 pm

Maybe one of the devs should go over to this forum: http://facepunch.com/showthread.php?t=1 ... p=39520629 and do some advertising. There seems to be a great number of people who are interested in the game.

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Re: Failing the Kickstarter

Post by kovarex » Fri Feb 08, 2013 10:40 pm

UnrealDiego wrote:Maybe one of the devs should go over to this forum: http://facepunch.com/showthread.php?t=1 ... p=39520629 and do some advertising. There seems to be a great number of people who are interested in the game.
Hi, I already wanted to post there, but it is not possible to register on the forum now :)

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Re: Failing the Kickstarter

Post by slpwnd » Fri Feb 08, 2013 11:12 pm

Thank you for your encouraging posts guys. It really means a lot to us.

We are sort of reconciled with the fact that our Indiegogo campaign won't make it. That doesn't mean we give up. We spend pretty much all the time these days by spreading the word, answering emails, talking to people on the forums, etc. We made couple of big mistakes when it comes to our Indiegogo campaign.

Anyway. We already did some thinking about what to do when our fundraising fails. We will take programming jobs in that case. However we really like our game and grew attached to it over time. And seeing that there is a sufficient amount of people who are interested in Factorio is definitely a huge motivation. So continuing the game development as a part time task sounds like a very possible option. In that case we would probably consider setting up a pre-order on our site.
Doing the development in our spare time would slow down the things. However a lot of programming tasks are done and we think that programming part is ahead of the graphical part (I think all of you saw how the Lab looks like:)).

We will see. It also depends on the outcome of the campaign (failing with 6000e is much better signal than failing with 1500e). But we will let you know for sure. Thanks for your support !

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Re: Failing the Kickstarter

Post by kovarex » Sun Feb 10, 2013 11:59 pm

I believe, that the chance of getting the funding is now many times higher, thanks to this tweet:
https://twitter.com/Dinnerbone/status/3 ... 7437224960

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Re: Failing the Kickstarter

Post by Sacheverell » Mon Feb 11, 2013 3:16 am

kovarex wrote:I believe, that the chance of getting the funding is now many times higher, thanks to this tweet:
https://twitter.com/Dinnerbone/status/3 ... 7437224960
Dinnerbone isn't the only one, this got my attention too. :) I doubt any of you know my name, but I'm the content manager over at the official Minecraft forum, nice to meet you. We were talking about this game today, and I plan to tell people about it wherever possible. This is a really awesome concept, and I would very much like to see it get off the ground.

As an aside...I can't figure out how to load coal into boilers! XD

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Re: Failing the Kickstarter

Post by zlosynus » Mon Feb 11, 2013 3:37 am

Hi!
Sacheverell wrote:Dinnerbone isn't the only one, this got my attention too. :) I doubt any of you know my name, but I'm the content manager over at the official Minecraft forum, nice to meet you. We were talking about this game today, and I plan to tell people about it wherever possible. This is a really awesome concept, and I would very much like to see it get off the ground.
Thanks very much. It is absolutely amazing what you people do for the indie game community. In this cold marketing world, there are still places where phrases like "gamers for gamers" work.
Sacheverell wrote:As an aside...I can't figure out how to load coal into boilers! XD
We made this tutorial video recently which shows some very basic setup: http://www.youtube.com/watch?v=F9kQM9lvEjY. You can either use inserters, or insert manually (using the right-click).

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Re: Failing the Kickstarter

Post by TAC » Mon Feb 11, 2013 5:17 am

kovarex wrote:I believe, that the chance of getting the funding is now many times higher, thanks to this tweet:
https://twitter.com/Dinnerbone/status/3 ... 7437224960
That tweet is what made me check out Factorio and after playing the demo, I'm hooked. Even made an Indiegogo account just to contribute to your game. Looking forward to the game whether it is released close to schedule (you get the funding needed) or a number of months down the road.

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Re: Failing the Kickstarter

Post by kovarex » Mon Feb 11, 2013 5:21 am

Sacheverell wrote: Dinnerbone isn't the only one, this got my attention too. :) I doubt any of you know my name, but I'm the content manager over at the official Minecraft forum, nice to meet you. We were talking about this game today, and I plan to tell people about it wherever possible. This is a really awesome concept, and I would very much like to see it get off the ground.
It is really hard to express my feelings now.

A few days ago, I was quite sure that all this is a nonsense.
I started looking for a job and it was quite relieving, I knew I failed, but I also knew that I don't have to fight for Factorio against all the odds anymore.
After all the time of hard work and uncertainty, knowing it ended was a relief.

And now, something happened, more and more people played the game and more and more of them asked for the alpha. People started sending emails how much they like the game. I don't really understand it, the game is so rough and unfinished, there are so many issues, so much potential not used.

I'm starting to feel some hope. Hope that we might really get the chance to make the game the way I intended.

I just decided to postpone my job interviews until the end of the campaign, Factorio is becoming plan A again, I will do all I can to make it happen.

I feel honored by your support.

Marwin

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Re: Failing the Kickstarter

Post by Sacheverell » Mon Feb 11, 2013 5:37 am

If you don't mind, I'd like to take a stab at tutorial/intro videos as well for this game. Voice-overs for videos is pretty much the bulk of my video-making for MCF anyway, and I'd love to do a few for this game, even in its current state.

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Re: Failing the Kickstarter

Post by Narc » Mon Feb 11, 2013 7:31 am

kovarex wrote:[...]People started sending emails how much they like the game. I don't really understand it, the game is so rough and unfinished, there are so many issues, so much potential not used.[...]
Ah, but bro, we can see the rough edges and we don't mind them -- those of us who came from old-school Minecraft are more than used to rough edges, after all. And the potential is staggeringly obvious as soon as you sit down and start playing at trying to make a great factory -- it's an impressively complex job, but the steps along the way are pretty much obvious. It's a perfect example of "easy to learn, difficult to master".

And it's still early days yet, as far as the funding campaign goes. Let's see what kind of attention we can turn toward it, and where we go from here!

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Re: Failing the Kickstarter

Post by kovarex » Mon Feb 11, 2013 11:47 pm

Sacheverell wrote:If you don't mind, I'd like to take a stab at tutorial/intro videos as well for this game. Voice-overs for videos is pretty much the bulk of my video-making for MCF anyway, and I'd love to do a few for this game, even in its current state.
Yes, I would mind ... I'm kidding, this would really help a lot :). We believe, that having high quality videos is the key aspect of spreading the game. Feel free to ask for any help.

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Re: Failing the Kickstarter

Post by Poiasdope » Fri Feb 15, 2013 8:23 pm

Seeing Dinnerbone's tweet, I went to the indiegogo page and watched the trailer. HOLY SHIT!

I gave you people 10 buck without even playing the demo. I didn't even know that I could get an alpha version back then too! I just downloaded the demo and played. And as much fun it was, it ended. Aww noo! Then I messed around. Some youtube videos. Oh cool! Infinite worlds! Then back to the indiegogo page. WHAT?! I can get the alpha version?! :D~~

So far, the game I cared the most was Minecraft. I've been folowing it's development since 2010. Now I've included Factorio to the list. And I can't can't wait for what's next! I want you guys to get money, to get to develop this beautiful gem. SO MANY POSSIBILITIES! I can only dream of the underground... :mrgreen:

Now I need you peeps Tweeters so I can stalk the game easier :D
Keep it up, guys!
And take your time. Don't rush! If we get bored enought we might even make some mods of the game! :D

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Re: Failing the Kickstarter

Post by Heinrich » Sat Feb 16, 2013 12:41 pm

I've been watching the indigogo site over the last days, and you guys are making around 1000€ per day now. If this keeps going on, you'll be even exceed your goal.

This is would be pretty awesome :D

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Re: Failing the Kickstarter

Post by kovarex » Sat Feb 16, 2013 1:10 pm

Poiasdope wrote:And take your time. Don't rush! If we get bored enough we might even make some mods of the game! :D
We are trying to do this, we would love to add a lot of features now, but we just need to slow ourselves and concentrate on bugfixing and making the game stable, smooth and predictable first.
We also need to make sure, that every addition to the game works well with the rest. We want to keep the game easy to learn and hard to master, this is our mantra all the time.
This means that we need to avoid having tons of very specialised concepts and machines that are all hard to remember and understand, as gamer I'v seen lot of games, that had lot of rules/units/concepts, but the overall complexity and possible combinations were not really appropriate, we need to avoid this.
So we always want to add one very simple concept that has as many (both simple a complex) uses, and this needs lot of careful thinking, we need to throw away lot of ideas and just choose the best one.
Heinrich wrote:I've been watching the indigogo site over the last days, and you guys are making around 1000€ per day now. If this keeps going on, you'll be even exceed your goal.

This is would be pretty awesome :D
Less than 1000€ per day, but it is accelerating for sure. I think that we have real chance to get the funding.
I would be really very happy. I can't stress enough how much I'm looking forward to implement all these ideas that we have (as well as some interesting suggestions), this would be so much better than programming some boring stuff for some bank or so :)
With those reactions we have, I'm quite sure now, that even if we don't get the funding, we will make pre-order (so people will have other ways of paying than just using paypal, I would love to have bitcoins as one of the possible payment types) and try to work it that way.

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Re: Failing the Kickstarter

Post by Verbesity » Sat Feb 16, 2013 1:35 pm

Not sure if any of you know who his is but Xisumavoid on YouTube made a video going through the first two tutorial levels. He's got 84K subscribers, so it should help out a bit. That's actually how I found the game; watched his video and immediately got the demo. Finished the demo and immediately got the Alpha. Looks like he might make a series of it as well.

http://www.youtube.com/watch?v=ga-y3rXzVeo

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Re: Failing the Kickstarter

Post by kovarex » Sat Feb 16, 2013 1:41 pm

Verbesity wrote:Not sure if any of you know who his is but Xisumavoid on YouTube made a video going through
Yes, we know him, we discussed it beforehand, we believe this will help us a lot.

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Re: Failing the Kickstarter

Post by Xinvoker » Sat Feb 16, 2013 1:44 pm

Have you tried to contact RPS?

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