Monday
Jul212014

The Perils of Kickstarted Projects

I know that there are many people out there who might wonder what would happen if the project gets successfully funded, but in some way the project goes sideways and there is no way to recover or return the pledges that were made. Well it turns out that we have a perfect example in Yogventures!. Here's a project that pulled in $567,665, and after many hurdles they have ended up with debt and no way to return a penny to all of those supporters.

Since the money was all spent either directly on development of the game or paid to the Yogscast to handle physical rewards and "licensing fees" I'm afraid Winterkewl Games has a negative balance at this point. We don't have any of the money left and as such can't really offer refunds.

This is a potential reality when a team tries to make something that they have never attempted, and it does seem that they tried everything to get this project to a place where people could get something. It isn't really clear if the physical goods were even produced for this project, and that apparently was an additional $150,000 thrown in to take care of JUST THAT aspect of the project.

I'm not saying that you should never fund a KickStarter project, hell even the known quantities have had the money run out on them, look at Double Fine Adventures, but the thing you need to remember, all of you, is that you made an investment. Most of the time you are going to get something out of it, or a refund, but there are going to be those times where it just doesn't pan out. Now I'm sure there are going to be quite a few people out there who will pick up their torches and pitchforks, but if I was in their position, I would be pissed, but after much reflection I think I would just chalk it up to the loss that it is and decide to do even more research before I try to fund another project.

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Monday
Jul212014

Juicy Beast Ready for Next Big Hit on the OUYA

Alright so to some of you the name, Juicy Beast, probably doesn't mean anything to you, but when I mention their big title, Knightmare Tower, you probably start believing that perhaps you should pay a bit more attention to this announcement. Now as much as I would love to report that they have created a game much in the same vein as Knightmare Tower, the next game coming out from this group is going to be a local multiplayer game in which your main focus is on beating up your opponents so that you can get at a goat. Alright so it doesn't sound as cool as it really is, but here's the press release to better explain about what is about to happen, come July 24th.

TTD Logo

Fast-paced Multiplayer Keep-away Available Exclusively on OUYA this Summer

SANTA MONICA, Calif. – July 21, 2014  OUYA today announced that Toto Temple Deluxe, a local multiplayer party game in which players must dash and smash into their friends to get ahold of a priceless egg-laying goat, will be released this Thursday. Produced by Juicy Beast, the Montreal-based creators of smash-hit high-jumping platform game Knightmare Tower, Toto Temple Deluxe will be available exclusively on OUYA on July 24th.

 

The goal of Toto Temple Deluxe is simple - get the goat, and hold on to it as long as possible! Up to four players can challenge each other in fast-paced goat-based keep away, dashing through the game’s arenas deep under the sea, inside an active volcano, and everywhere in between. Players can unleash super-charged power-ups to turn the tide of a round, and the finely tuned auto balance system helps keep every round interesting for veteran and new players alike.

With free for all, team battle mode, and single-player challenges, Toto Temple Deluxe’s quick cat-and-mouse (or should I say cat and goat?) gameplay caters to both casual and hardcore gamers.

 

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Monday
Jul212014

Altered Confusion Gets Shutout of DragonCon

Alright so it isn't as bad as it probably sounds, but it would appear that DragonCon has decided that they do not want our presence at this year's convention. We just received notification that our application to have a fan table has been denied. I'm pretty sure that our panel submissions, which apparently went into a very dark abysmal hole, never to be heard again will, if actually found, be denied as well.

So what does this mean for Altered Confusion and DragonCon involvement. Well sadly that means that we will not be attending, and will for the first time in 6 years will be potentially vacationing over the long weekend.

Now that being said, if you would like to gain information from Altered Confusion, of course all you have to do is reach out to us and we will try to accommodate you to the best of our abilities. Once again, we are saddened by this news, and we hope you will forgive us from not just attending.

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Monday
Jul212014

Thank You MonsterCon 2014

For all of those who found their way to out table at MonsterCon, we would like to thank you for stopping by. We hope you understood what we were talking about, and that you too will now understand the need for Indie Games to be heard. We would also like to thank Shane and Dave for putting on an even better than last year convention.

I'm not going to lie, we were a bit disappointed at the turnouts for our panels, and for other panels as well, but its a learning thing. Sure there were times that I would have liked to take the mic from the PA guy and slam it into his head to render him unconscious, but once again a learning experience.

We greatly enjoyed the number of people that stopped by, and the fact that they stuck around for our pitch. If you did accidentally miss out on one or both of the panels have no fear I shall be rendering them soon and will post them on YouTube once done. Speaking of rendering, I will have to find a new place to originally render to as the hard drive I brought to the con died a very nasty yet quick death. It turns out that if you accidentally lose power to this particular type of external hard drive while playing a video from it you cause the entire HD to go BOOOM.

Alright well I think that's it, I have to sadly get back to my regularly scheduled job, but have no fear if you need to ask us anything, or have comments you can hit us up through so many different ways, all you have to do is get there. Alright once again thank you MonsterCon, and see you next year.

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Sunday
Jul202014

Six Ways to Squeeze More Revenue From Your Game

A regular topic on the Altered Confusion Podcast in, "So you think you've finished your game.  You're not really done yet!!"  Or put another way, "You've finished you game.  So now how are you going to make money off it?"  That's why I was very interested to come across this article from Jay Powell of Gamasutra, covering 6 areas he feels are important to maximize your game's revenue.  For indi developers out there looking to maximize their profits, it is worth a read.  It also further reinforces that the game won't just sell itself - developers still need to go out and market their game and get their game out there once it is finished.

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