Thank you for the great start today. When I heard we got picked as a Kickstarter “Project We Love” I got so excited that I ran and told several complete strangers. Luckily, I’m at GDC, the Game Developers Conference, so these strangers know how hard it is to get a game funded.
My voice is hoarse from talking about Tidepool all day. The reception has been amazing, but I’m exhausted, as this photo shows. Please save my voice and spread the word. 🙂
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(last kickstarter update)
Well, folks, we tried. A warm-hearted thank you to the 69 backers who pledged $5031. Because we didn’t reach the goal, we’ll get none of it. Your cards won’t be charged.
In retrospect, I’d make a better “ask” video, with gameplay and bullet points in the beginning before the personal ask. I’d also make it clear the drawings in the game are intentionally done by amateurs, since this encourages young kids to draw. Lastly, I’d pick another category than “video games”, since this clearly was not our crowd.
Live and learn. Since we weren’t funded, we won’t finish Tidepool this summer. Working weekends, I hope to finish by the end of the year.
Thank you for your faith in Tidepool.
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Each of Tidepool’s big milestone releases were scoped to be roughly four months of work. Alpha 1 took 3 months, 29 days, with a week off.
Alpha 2 had a “billable break” in the middle, taking 7 months to do 4.5 half months of work. Alpha 3 was better, taking 4.5 months to do 4.
Alpha 4 has been greatly delayed. In the last 11 months, I’ve put in a measly 3.5 months of Tidepool work, with still a month to go.
So how did I lose 7.5 months? Three months Kickstarter/marketing and 3.5 months billable break. And now another break looming.