My INDIEGOGO has launched!

Started by nnodley, May 06, 2022, 07:40 PM

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nnodley

I have finally launched my indiegogo. We shall see what heppens.

DiForm Saga: Awakening | Indiegogo

SWORDF1SH

I backed :)  Would of got the highest package but you don't deliver outside of the US  :(

Legend

First off congrats!

Really quickly though an extra level of polish could do wonders. There is some awkward grammar including "Unreal Engine 5 using nanite and lumen to achieve as high of quality we can achieve" and the last line of the Essem definition. Also audio on the videos would be really beneficial since up till the hum by the door, I was worried it was a glitch. Generic atmospheric audio on both would help sell the environments too.

SWORDF1SH


nnodley

May 06, 2022, 08:07 PM Last Edit: May 06, 2022, 08:17 PM by nnodley
I backed :)  Would of got the highest package but you don't deliver outside of the US  :(
Thank you! And yeah i was debating on whether to do shipping outside of US, but ultimately just landed on keeping it US based.

First off congrats!

Really quickly though an extra level of polish could do wonders. There is some awkward grammar including "Unreal Engine 5 using nanite and lumen to achieve as high of quality we can achieve" and the last line of the Essem definition. Also audio on the videos would be really beneficial since up till the hum by the door, I was worried it was a glitch. Generic atmospheric audio on both would help sell the environments too.
Noted.  I really debated on adding sound for these videos, but personally didn't feel it would affect anything too much. But who knows.  We shall see

Also it is a flexible goal funding. So i believe i keep anything after i hit $100. If i don't it gets refunded.

Legend

Thank you! And yeah i was debating on whether to do shipping outside of US, but ultimately just landed on keeping it US based.
Noted.  I really debated on adding sound for these videos, but personally didn't feel it would affect anything too much. But who knows.  We shall see

Also it is a flexible goal funding. So i believe i keep anything after i hit $100. If i don't it gets refunded.
Well you should have no problem hitting $100 haha.

With sound, try playing both these videos simultaneously while watching yours.



That opening shot with the waves feels so much more powerful when you can hear them, and the birds add a whole extra dimension. Of course you can't use this specific audio, but it's an easy trick I use to preview atmospheric sound.



nnodley

Well you should have no problem hitting $100 haha.

With sound, try playing both these videos simultaneously while watching yours.



That opening shot with the waves feels so much more powerful when you can hear them, and the birds add a whole extra dimension. Of course you can't use this specific audio, but it's an easy trick I use to preview atmospheric sound.



You are for sure right on it.  It definitely helps.  I'll likely just add some quickly and update the videos at night when less people might be potentially looking at it

the-pi-guy

Of course you can't use this specific audio, but it's an easy trick I use to preview atmospheric sound.

Who's going to stop him? The government?

Spoiler for Hidden:
<br>I kid <img src="https://vizioneck.com/forum/Smileys/default/grin.gif" alt=";D" title="Grin" class="smiley"> <br>

Legend

Who's going to stop him? The government?

Spoiler for Hidden:

I kid ;D

Youtube would which is arguably worse!


Legend

Here's a bunch of general feedback and nitpicks. Don't want to overload you, but just offer some things to consider.

Spoiler for Hidden:
<br><br>The gameplay trailer should be renamed to something more descriptive, like DiForm Saga: Awakening Island Scenery. I know the game is not a walking simulator, but that video makes it look like that&#39;s the only gameplay the finished game will have.<br><br>Similarly I&#39;d put more focus on gameplay in the project page. There is a lot of talk about the lore and setting, but very little about what players will experience. Don&#39;t bog it down with specific mechanics, just make it look like a fun thing to play. You can always just compare it to similar games if you&#39;re not ready to talk about anything else.<br><br>The boat in the trailer. Is that metal rod near the center supposed to connect to something? It looks out of place. Also the project page and desk date make it sound like the game takes place in the future, but the boat looks like a modern boat. I&#39;m unsure of the time period.<br><br>Just as an FYI, Sony and Microsoft have rules about being listed when crowdsourcing. You&#39;re probably fine since they&#39;re not listed as a definitive platform or a stretch goal, but you can&#39;t take funding for a console platform until you are a registered developer.<br><br>Hollow is a good name for a cool looking device.<br><br>I believe &quot;golden worlds&quot; is a term from Mass Effect. &quot;habitable worlds&quot; might be easier for readers to understand.<br><br>The concept of the DiForm setting up a test for new life forms is interesting. Makes me wonder why the threat wouldn&#39;t be able to solve such a test. I have some theories but I&#39;ll stay quiet. &nbsp;<img src="https://vizioneck.com/forum/Smileys/default/cool.gif" alt="8&#41;" title="Cool" class="smiley"> <br><br>The studio logo at the <span style="font-size: 1em;" class="bbc_size">beginning</span> of the videos is too long. Realistically it shouldn&#39;t be there at all since no one cares about your brand yet. The first few seconds need to get the viewer interested. The game logo at the end of the video works great. You could put a shortened version of the studio logo after it, or below it. For fun I pulled up my first youtube video which was really bad with its intro logo. Your studio logo is 13 seconds, while mine was 27 seconds lol!!! I really like the <span style="font-size: 1em;" class="bbc_size">particle</span> affects on yours.<br><br>I&#39;d cut out the loading in the trailer. A raw &quot;first 5 minutes&quot; video near release should keep it, but right now it&#39;s just a waste of the viewer&#39;s time.<br><br>The text in the trailer comes too fast. The total length is probably fine but I feel rushed as new lines appear, only to have plenty of reading time once everything is there.<br><br>The text in the trailer is annoying to read with its font and glow. I&#39;d try to find a way to make it more legible without sacrificing your artistic desires.<br><br>Could the trailer text be broken up? Imagine if the boat starts really far from the island and it&#39;s just visible on the horizon. The main menu cuts directly to this shot with the boat speeding towards it. Cut to black with the first three lines appearing pretty much as they do currently. Then cut back to the boat with it this time much closer, maybe a <span style="font-size: 1em;" class="bbc_size">barrier</span> is visible and very close, but the boat is still <span style="font-size: 1em;" class="bbc_size">preceding</span> at full speed. Cuts back to black, showing the last two lines appear. Then it switches back to the boat for the final cut as it reaches landfall. IDK. I&#39;ve struggled with the intro to my game a lot, trying to fit as much context and purpose as I can into a cool opening.<br><br>The trees look great in the wind!<br><br>Your world is really great at making me want to know more. In the gameplay video I keep seeing things off in the distance that I wish I could walk over towards, but that will have to wait till I play haha.<br><br>Are the &quot;temples&quot; in the beginning and ending of the gameplay video the same asset? Maybe there&#39;s a lore reason, but it strikes me as confusing with both being the only things shown in the video.<br><br>Now for an actual spoiler maybe.<br><br><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b> for <i>Hidden</i>: <input type="button" value="Show" style="width:60px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;"><div style="display: none;"><br><br>Friday the 13th, 2108. Interesting &nbsp;<img src="https://vizioneck.com/forum/Smileys/default/wink.gif" alt=";&#41;" title="Wink" class="smiley"> <br>(also a leap year)<br></div></div></div><br><br>

nnodley

May 07, 2022, 02:51 AM Last Edit: May 07, 2022, 03:00 AM by nnodley
Here's a bunch of general feedback and nitpicks. Don't want to overload you, but just offer some things to consider.

Spoiler for Hidden:


The gameplay trailer should be renamed to something more descriptive, like DiForm Saga: Awakening Island Scenery. I know the game is not a walking simulator, but that video makes it look like that's the only gameplay the finished game will have.

Similarly I'd put more focus on gameplay in the project page. There is a lot of talk about the lore and setting, but very little about what players will experience. Don't bog it down with specific mechanics, just make it look like a fun thing to play. You can always just compare it to similar games if you're not ready to talk about anything else.

The boat in the trailer. Is that metal rod near the center supposed to connect to something? It looks out of place. Also the project page and desk date make it sound like the game takes place in the future, but the boat looks like a modern boat. I'm unsure of the time period.

Just as an FYI, Sony and Microsoft have rules about being listed when crowdsourcing. You're probably fine since they're not listed as a definitive platform or a stretch goal, but you can't take funding for a console platform until you are a registered developer.

Hollow is a good name for a cool looking device.

I believe "golden worlds" is a term from Mass Effect. "habitable worlds" might be easier for readers to understand.

The concept of the DiForm setting up a test for new life forms is interesting. Makes me wonder why the threat wouldn't be able to solve such a test. I have some theories but I'll stay quiet.  8)

The studio logo at the beginning of the videos is too long. Realistically it shouldn't be there at all since no one cares about your brand yet. The first few seconds need to get the viewer interested. The game logo at the end of the video works great. You could put a shortened version of the studio logo after it, or below it. For fun I pulled up my first youtube video which was really bad with its intro logo. Your studio logo is 13 seconds, while mine was 27 seconds lol!!! I really like the particle affects on yours.

I'd cut out the loading in the trailer. A raw "first 5 minutes" video near release should keep it, but right now it's just a waste of the viewer's time.

The text in the trailer comes too fast. The total length is probably fine but I feel rushed as new lines appear, only to have plenty of reading time once everything is there.

The text in the trailer is annoying to read with its font and glow. I'd try to find a way to make it more legible without sacrificing your artistic desires.

Could the trailer text be broken up? Imagine if the boat starts really far from the island and it's just visible on the horizon. The main menu cuts directly to this shot with the boat speeding towards it. Cut to black with the first three lines appearing pretty much as they do currently. Then cut back to the boat with it this time much closer, maybe a barrier is visible and very close, but the boat is still preceding at full speed. Cuts back to black, showing the last two lines appear. Then it switches back to the boat for the final cut as it reaches landfall. IDK. I've struggled with the intro to my game a lot, trying to fit as much context and purpose as I can into a cool opening.

The trees look great in the wind!

Your world is really great at making me want to know more. In the gameplay video I keep seeing things off in the distance that I wish I could walk over towards, but that will have to wait till I play haha.

Are the "temples" in the beginning and ending of the gameplay video the same asset? Maybe there's a lore reason, but it strikes me as confusing with both being the only things shown in the video.

Now for an actual spoiler maybe.

Spoiler for Hidden:


Friday the 13th, 2108. Interesting  ;)
(also a leap year)



Good feedback. There are a couple I'll try to just sneakily update. Especially the video name. That makes sense. I was trying to name it and I didn't feel gameplay was the right option. Some are definitely things to think about for the final game for sure.  You don't realize how much there is to think about for a game until your in the thick of it and you sometimes get blinders on and need feedback. So that helps

Interesting idea for the opening boat sequence. I've definitely been mulling over having the boat start from a greater distance. The impact of that might be a lot better

This is where I just wish I could have a very small team to help with development. There's a lot I would like to do but I'm somewhat limited on my skills so I'm trying to make it work around what I can do but still be fun and engaging.

No matter what I'm gonna try and do everything I can to be able to build a team at some point

Legend

Good feedback. There are a couple I'll try to just sneakily update. Especially the video name. That makes sense. I was trying to name it and I didn't feel gameplay was the right option. Some are definitely things to think about for the final game for sure.  You don't realize how much there is to think about for a game until your in the thick of it and you sometimes get blinders on and need feedback. So that helps

Interesting idea for the opening boat sequence. I've definitely been mulling over having the boat start from a greater distance. The impact of that might be a lot better

This is where I just wish I could have a very small team to help with development. There's a lot I would like to do but I'm somewhat limited on my skills so I'm trying to make it work around what I can do but still be fun and engaging.

No matter what I'm gonna try and do everything I can to be able to build a team at some point
I really appreciate feedback for my games so I can relate. It's hard when most friends can't think like a dev so you're pretty much on your own.

It's one reason why I really recommend going to conventions. I only managed to do it once pre-covid, but it was incredible getting so much feedback in such a short amount of time (also great seeing people enjoy playing your game). It takes a bit of time, but you should also consider making a game demo. Make it exclusive to indiegogo backers, or just make it a timed exclusive.

Working around our limitations is the name of the game! Often times they lead to more creative games. Five Nights at Freddy's is a pretty famous example. Scott Cawthon's previous work was criticized as having disturbingly bad animations, so he turned that into a feature for FNAF. Lucas Pope designed Return of the Obra Din with a retro pixel art style to save time on modeling, and he froze time so the game didn't need animations.

nnodley

Well I hit over $100 so now I get to keep whatever I do make. I'll probably do an extension to the full 60 days and just try to keep posting updates to it and just sharing everywhere possible

Legend

Cool new video. I like seeing the foot at the end.

nnodley

May 23, 2022, 05:56 PM Last Edit: May 23, 2022, 05:59 PM by nnodley
Cool new video. I like seeing the foot at the end.
dang that was quick. lol

But thanks.  I also extended the campaign.  We are in florida for a week and i want to when we get back continue to market it as best i can and for as long as i can

at this point i'd like to just hit over $1000 in funds.