We are Not Quite Black and White, a small indie game company based in Glasgow, Scotland. We just announced our new pixel art point and click adventure game, This is No Time for Games and launched our new website for the game (Not Quite Black and White).
We are gearing up for some kind of crowdfunding campaign, and would very much appreciate any advice or suggestions. We will be preparing a trailer and a more detailed description of the plot and characters etc, but what would we need to show you to convince to back us? Would you need to see the user interface in action, hear the quality of the voice acting, would you need to try out something playable, what kind of rewards would you be looking for? Any suggestions would be massively appreciated.
Thanks very much!
This Is No Time For Games
A voice keeps nagging: “The only way to win the game is to not play it.” Flo doesn’t know what that means, so she says “Shut up, voice” and leaps into the unknown.
“This is No Time for Games” is a 2D point and click adventure for the modern age. All the classic elements will remain (riveting mystery, twisted plot, hair-ripping puzzles, enigmatic and comical characters) but traditional P&C interfaces have been rethought to heighten the excitement of the gameplay and allow greater immersion in the adventure.
“This is No Time for Games” is being developed by Not Quite Black and White. Presented in a contemporary pixel art style. Developed in Unity 5.
We’ve just done a little blog post on our thoughts regarding funding so far… Not Quite Black and White
You guys appear to be doing things right! Good style both in terms of your in game art, but also website presentation. Keep it up… looking forward to seeing more.
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Some early concept art, sharing for Screenshot Saturday…
Hey Romano nice blog post and you have an interesting concept afoot!
Please take anything I say as just one lone indie developers opinion amongst the crowd. My view is probably a dissenting minority, but it’s good to gather all views no matter how far off in right field they come from.
One thing I noted by this post and your blog is you seem to be investing a considerable amount of weight and time on analytics, if a certain post, feed, video draws more visibility than other types. Also - all those types of community interaction events is time consuming.
If you kept up your marketing and advert push, but cut back on extra time and effort tracking and community engagement responsibilities - would you then have enough time to create your game without asking for funds, and build the community as the development progresses, based via iterative releases of game content?
I kind of think crowd funding is very hit and miss and there are so many variables for success, that it really can’t be planned. I also believe crowd funding is hard and takes ALOT of time to even get close to being successful.
There are several devs on here who are very good at kickstarter reviews. Me personally, I check on allocation of funds for legitimacy - simply because I’m a full-time day job worker, and spend my evenings developing, so I really like to see how people justify not working day jobs, and asking other people to pay them to not work and continue to build a game. And what exactly they are going to spend the money on if funding is achieved.
Please don’t list paying for taxes and software upgrades as legitimate reasons you are asking for funds. Those don’t fly as valid reasons to be asking for funds.
One last point - a demo is gold in my opinion for any crowd funding attempt. I know a lot have secured funds without a demo, but I really don’t understand how. A demo really puts people in the boxes they will eventually fall into. Either they will help fund or they won’t. The people that are indecisive about your game - if they had a demo to try, there decision would be an easier one to make. Yes or No, it doesn’t matter which.
Also I think having a playable demo really clears up a lot of questions and misconceptions so you won’t have to spend 10 hours a day managing the crowd fund process for 45 days straight or however long it is. Just think of all the development time that clears up, while the funding push is in full effect.
Good luck on your next steps.
with respect.
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Thanks for the comment.
I think you’re definitely right that too many developers put all their hopes into raising money via crowdfunding, and spend all their time trying to raise their profile rather than actually make the game. That’s not what we are doing.
We have been working on developing our engine, our game mechanics, art and story for almost three years now. We’ve only REALLY started to look at social media and funding in the past few months. When it comes to our crowdfunding, the money we are asking for will include paying for licences like you’ve said, but the main bulk of the initial amount we want to raise will be paying for voice actors, recording studios and things like that. Things we cannot provide ourselves.
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Here’s a little clip of one of our NPCs hanging out:
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Looks like potentially a great game, will be following this - best of luck.
Work in progress concept art.
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