Learning from my mistakes


As you all know by now, our kickstarter was unsuccessful. A lot of factors have arisen when it comes to how I failed to garner interest in this sort of project, but the main part that was eating away at me was how we sent out this Kickstarter campaign way too early. All we have done was complete a single level and we still had ways to go when it comes to advertising our indie game to mass appeal. This game simply wasn't ready to garner a kickstarter campaign and the fault lies solely with me. I was in such a rush to get this game out there that I haven't realized that kickstarter campaigns take time and marketing to be successful. It is mainly my hubris and impatience that we had a rushed campaign.

However, it isn't all doom and gloom. What I have seen from this campaign is that there was some interest in our game. People did like the aesthetic and the gameplay. They just wish there is more to it than that one level. I feel like we should complete more of our game into a fully fledged demo in order for us to garner more interest. This will also give us more time to network and market our game throughout the game design process. We will try to get more of our game out there in order for our efforts to be well worth it.

I am also not giving up just because we got a rocky kickstarter campaign. Me and my team worked too hard to just give up and scrap everything, especially when they still believe in the project. I just have to step up as a project leader and take on more responsibility. To my backers who were promised perks in our kickstarter campaign, we still have your names and you will be able to receive your perks whether or not you donate to us again. It's a promise I will be willing to keep. I will complete this first person shooter even if it kills me. Thank you all for supporting me. We will complete this game. That's a promise.

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