Hey guys!
It's been a long time since I've posted on Polycount but I wanted to post about a project that I began with two friends, not too long ago.
As the title might suggest, I'm making a game, along with aforementioned friends, and we need some help with making things happen. To avoid putting a wall of text on the thread,
here's a link to more details about the game, as well as a short trailer.
Yes, that is an indiegogo link, and yes we are looking for financial support to help fund this venture, but we're also looking for any help in terms of advice or suggestions.
If there are any tips that you guys might have in regards to good people to get in touch with, or good ways to approach the market, feel free to share. This is our first time doing something like this, and we've got a pretty good foothold and have great ideas for making things happen after the game is developed. Unfortunately, without capital, we're unable to get to that stage, and decided to turn to the community for help.
Again, any and all forms of assistance would be greatly appreciated - be it financial support, or general advice that you might have.
Thanks, and cheers!
Replies
True, I have no idea what the game is about, but the trailer made me smile
[ame="http://www.youtube.com/watch?v=_3VRTgMWVsc"]Wario Ware Inc - 1:16.39 20 Game Time Attack - YouTube[/ame]
To summarise it, TDub hit the nail on the head - it's very similar to Warioware in the sense of having a bunch of microgames play one after the other in very quick succession, with minimal directions provided. We have a few changes to that 'formula' to make it stand out, of course, but that's the gist of it.
We feel that the microgame compilation style of games hasn't yet been done amazingly on mobile platforms, and that's what we're trying so hard to attain.
The main reason we're looking for funding is actually to get some serious assistance in the coding and art departments - moreso the coding. We're planning a massive list of microgames to keep it from getting boring, along with post-release support as well of course. For that magnitude of gameplay, we need a solid team that can churn these babies out fast, while maintaining a good quality.
Needless to say, very few programmers agree to the 'code now, get paid later' method of things - understandably so, of course.
And I agree, sometimes it's difficult to find help like this, but we're chasing 'the dream' here, so it doesn't hurt to give it a shot. Polycount has helped me in many ways already, and I just wanted to spread the word about the project to you guys too .
Cheers!
No, no we're not.
We're just a little bit crazy, you might say. =D.