Hello followers! It’s been a few months but I’ve been hard at work on the game, and have a big announcement:
Spinnortality will have a Kickstarter!
You can sign up to the Thunderclap here – this is the easiest way to support the campaign.
You can also preview the Kickstarter here.
There are a few reasons, but the most important is that I don’t know how much more to work on this game. I could finish it up in a few months by just polishing everything and adding a few things, or I could work on it for another year and keep adding new systems and mechanics. The question is, how much more should I do?
That’s where Kickstarter comes in: it allows me to gauge interest in the game and establishes a budget. If I don’t make my goal, I just add the absolute necessities, do some polish and bug-fixing, and release it. If I make my goal, I add more random events and maybe an extra mechanic or two. If I make lots more than my goal, I work on it a lot more, adding whatever mechanics and features I can afford given my budget.
Essentially, I want to make this game as good as it can possibly be, but I also live in the real world where I need money to eat and pay rent. This is the best way of reconciling those two things.
Also, several email followers have said that they’d like to support the game with some kind of crowd-funding. I think this is the best way to make that happen. A few people mentioned Patreon, but I think it’s fairer to those who do pledge something to have a fixed pledge amount rather than an ongoing, monthly thing.
But isn’t the game nearly done?
Yes and no. As I said in an earlier update, I could have rushed the game out in August but I chose to work on it for longer. August was an unusual month: I had loads of free time and thought I could rush the game out by crunching. Now that I’m back at my job and working my normal hours, I have a lot less time to work on the game. So what would have taken me one month in August will now take me 3-6, because I have to work my day job to make ends meet.
Again, this is a good reason for a Kickstarter: if you guys pledge enough for me to live on for a few months, I can seriously reduce my hours (even quit if I’m lucky) and free up lots more time for development, which would speed things up a lot. What I want is to be able to work on the game without my job distracting me and breaking up my development process.
OK, when is this Kickstarter happening?
On November 10th: next Friday.
How can I help?
First of all, you can join the thunderclap campaign. It’ll “clap” your social media when the KS goes live. And if you like, I would really appreciate it if you posted a regular message on your facebook/twitter/tumblr when the times comes. (I know this can be awkward and intimidating, though, and you don’t want to clog up your friends’ feeds with random stuff, so no pressure!) But both of these things are really important: I think social media reach will be the number one thing that decides how successful this KS will be.
I also need feedback on the Kickstarter page! You can preview it here and leave some feedback. I need this page to be as good as I can possibly make it, so any feedback is welcome.
Thank you everyone! I know this is a big step but I really think it’s the right one for the game.