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I feel bad for this guy's IndieGoGo campaign ("The Alone")

If he is american he made a mistake to make it on indiegogo. Nobody visits indiegogo, and gives a lot of problems with the payments going through for some people. We were basically forced to use it some years ago (most european countries couldnt use kickstarter) and it was the worst decission ever.
Havent seen the project of hojr friend, but if it is good enough, tell him to try on kickstarter, mahbe he has more luck there.
 
Well its a game about spooky stuff and I saw a Ghostbuster in there somewhere. I might throw him a couple bucks.
 
After watching the video and reading the page, it isn't really a surprise that he's only got that amount of backing.

The page just wreaks of amateur hour all over though, between the personal sob story that has no place on a crowdfunding page, to the over use of exclamation marks and the C-Grade random horror movie trailer.

I wouldn't feel the slightest bit confident of seeing any sort of return, let alone decent, after going through that page.
 
A few thoughts:

  • The live-action trailer isn't bad, but their focus seems all wrong. They talk primarily about story and acting talent, when they should be telling us about the gameplay and why I should help fund the game. The two screenshots are pathetic - is that supposed to be a first-person viewpoint? They don't talk about the gameplay at all!
  • To many mentions of Gamers. The actual developer is called Gamer's Studio, which is not only stupidly on the nose and lazy, but with that use of apostrophe it's a singular gamer, which I don't think is what they intended going by all the mentions of Gamers elsewhere. Probably should have been Gamers' Studio, no? Or, y'know, an actual decent name with more than two minutes of thought put into it.
  • $350k on IndieGoGo from a first-time developer is extremely ambitious, and I'm not sure how the salary breaks down either. The $100 backer level implies that the game will be finished in June 2018 (so they expect to be developing for two years), but he mentions they have 16 developers on the team and there's $162k allocated for wages. Unless my maths is wonky, each member of staff is going to be averaging $10k over a two year period, which seems crazy low. Even if some of those employees won't be on the project for two whole years (which seems likely), I still don't see how the figures add up in order to have more than about five people on a reasonable salary.
  • "Catrine has been working in the film, video and gaming industry for 40 years, and has won three Codie Awards (the gaming equivalent of the Oscar)"
    Not being a dick, but I'm curious: I have never heard of the Codie Awards. Can anyone enlighten me? If he's not exaggerating and it really is the gaming equivalent to the Oscars then I would expect to know something about it.
  • So much of this pitch is written so poorly. Stuff like:
    "Third, so our families can eat and we can afford to pay our rent. Seriously!!!! I mean we love video games and that's why we got into this field. I, Julien McGregor, have 5 daughters..... they need to eat and my savings account is running dry (not to mention Gamer's Studios 16 other employees!)."
    is goddamn amateur hour and completely unnecessary detail. He needs someone to proof-read and tighten up his work massively.
  • Lastly, and this is massively nit-picky, "The Alone" is a really dull name which doesn't make grammatical sense. They should have gone with something more distinctive.

There's more I could talk about, but honestly the whole thing is very amateurish and it seems like they're more interested in making a short film rather than a game. This desperately needs to be rewritten talking about the actual game itself, and hopefully with a gameplay demo or at the very least some gameplay footage. I think people are becoming more resistant to crowdfunded games which don't have something of substance to show.
 
I keep having to remind myself this is a game. That teaser is awful. Even AAA games have pretty bad live actions scenes, I have no idea why he thought it was a good idea to put one there.

The teaser told me absolutely nothing about the game.
 
[*]"Catrine has been working in the film, video and gaming industry for 40 years, and has won three Codie Awards (the gaming equivalent of the Oscar)"
Not being a dick, but I'm curious: I have never heard of the Codie Awards. Can anyone enlighten me? If he's not exaggerating and it really is the gaming equivalent to the Oscars then I would expect to know something about it.

That part seems super-disingenuous. If it was the Oscars of gaming everyone here would know about it and we'd have giant threads for it every year. Looking it up, the Codies appear to be a general software awards thing and of their 75 categories the only one that seems to have to do with games is the 'Best Game-Based Curriculum Solution' under the sub group under its Educational Technologies umbrella. As far as I can tell, that part's just a straight-up lie.
 
That part seems super-disingenuous. If it was the Oscars of gaming everyone here would know about it and we'd have giant threads for it every year. Looking it up, the Codies appear to be a general software awards thing and of their 75 categories the only one that seems to have to do with games is the 'Best Game-Based Curriculum Solution' under the sub group under its Educational Technologies umbrella. As far as I can tell, that part's just a straight-up lie.
The other disingenuous thing is that this woman is obviously related to him in some capacity so the over the top praise is just too much.
 
This is like a textbook example of why you want an actual writer and possibly a solid web designer writing your crowdfunding pitch.

If you wouldn't be comfortable walking into a boardroom and throwing your pitch to a room of disinterested potential investors, it's not ready for public viewing.
 
Basically everything has been said already, he made all the mistakes he could have done. He's asking too much money, not showing a single second of what hes intending to sell, and the video is extremelly amateurish, this sort of stuff is what I used to see in first year of college. His product cant even be called a product yet, its way way too soon to show it of to the public.
 
what's the title of the game again? how many times does he need to mention it and that it's for the "gamers".

if he wants to sell something he needs to grab my attention right away but it didn't do that.
 
Yeesh, first things first show the game and what it's all about. No one cares about the acting quality. That's the last thing horror gamers care about. Second, having a flexible funding goal instead of fixed is also a major gaff. People are more reluctant to spend with a flexible goal.
 
Too much confusion probably. Talk about a game, and then show a live action trailer, and never show the game.
Most viewers probably said nope right then and there.
Going Indie go-go was another mistake.
Too many people getting burned with crowd funding, you have to make a really convincing first impression.
 
I think pretty much everything has already been said about the flaws, but I'll touch on one more thing:

Unlike the construction of a building, if we don't reach our immediate financial goals, we will not be left with a building with no roof, open to destruction from the elements!
EVERY DOLLAR WE RAISE will make a HUGE difference. "The Alone" is being built in various phases of development - and each phase requires funding. Any portion of our target goal of $350,000 will move the game ahead.
This certainly sounds completely unrealistic, but giving him benefit of doubt that it's possible, he should elaborate on how they'd do that. What features would be missing? What kind of development phases do they have? How much to actually have a playable barebones model of what they want to do at the very minimum?

Anyway, setting up a successful crowd funding campaign isn't easy. If you want to get a few hundred thousand dollars, you really need to work for it. Do your research on how successful campaigns did it - the most successful ones generally have a big name behind them, but there are successful ones without such too. Look at how they organized their page and presented the info, what kind of things they concentrated on in their text, what kind of things they concentrated on in their video, what kind of things they brought up to the table at first (gameplay video, art, etc etc), what kind of perks they offered to backers etc etc. What kind of PR they did before the campaign started, what kind of PR did they do during the campaign?. What kind of budget did they have?

It's also important to look at kickstarters that failed. Why did they fail? What did they do wrong? What was different about them to more successful ones?

You also need to be prepared to take criticism well and be critical of yourself. Having some feedback from a good writer could've made the text on the page look a lot more professional already (though wouldn't have been nearly enough).

I can buy that he's passionate and even that he might have some good ideas, but it's just not nearly enough. I wish him well though.

[*]$350k on IndieGoGo from a first-time developer is extremely ambitious, and I'm not sure how the salary breaks down either. The $100 backer level implies that the game will be finished in June 2018 (so they expect to be developing for two years), but he mentions they have 16 developers on the team and there's $162k allocated for wages. Unless my maths is wonky, each member of staff is going to be averaging $10k over a two year period, which seems crazy low. Even if some of those employees won't be on the project for two whole years (which seems likely), I still don't see how the figures add up in order to have more than about five people on a reasonable salary.
To be fair, it says they would have only a few people on full time, and the rest are contractors.

The other disingenuous thing is that this woman is obviously related to him in some capacity so the over the top praise is just too much.
Yeah it's his mother according to the page.

I don't see anything wrong with taking your mother in to the project, but yeah you should be especially careful with too much praise in that case.

$19000 for "Software" is the only mention I can see of actual development costs? Nothing about hiring artists or animators as far as I can tell.
To be fair again, the software costs are for the development software. The salary contains the development costs - they present at least one animator at the page and I'd guess the 16 people mentioned contains some artists too (well I'd hope it does). But yeah, not very convincing either way.

If he is american he made a mistake to make it on indiegogo. Nobody visits indiegogo, and gives a lot of problems with the payments going through for some people. We were basically forced to use it some years ago (most european countries couldnt use kickstarter) and it was the worst decission ever.
Havent seen the project of hojr friend, but if it is good enough, tell him to try on kickstarter, mahbe he has more luck there.
Unfortunately, kickstarter wouldn't help at this stage at all. It's just not good enough. Not even near. I don't wanna be harsh, but that's the reality.
 
The trailer was well-produced, but the page was written very poorly.

These things happen even with great pitches though...my father did a Kickstarter for an album, he didn't want much, it was like $5000 I think just to get a few instruments and get it mastered, I helped him out with a video and some decent design, the page was concise and funny, but he didn't get a penny. I don't know why, I guess no one saw it. It happens.
 
So is he charging $30 for the full product? Seems like the lower pledges only net you a playable teaser and some concept art.

Is this guy serious? I have read "Nigerian Prince" phising scams that were better written and more trustworthy than this pitch
 
I backed that. Did you guys try indiegogo?

Really? Well thank you! I think we posted this on the Kickstarter as well, but if you still want it message me and I can get it to you at cost.

No we didn't. Neither of us needed the money to survive, we just thought that if it caught on and people wanted it we would get it out there, but it didn't seem to do that so it's just a game for us for the time being.

We didn't advertise or get the name out there nearly enough, both during and before the Kickstarter. Lesson learned. I do think the project could probably hit it's goal if we put the proper time and attention into the campaign, it honestly is a pretty fun game and I'm proud of it.

We might try something later down the road, but we're both off doing other things for now.

Would you mind me asking, how did you find out about it?
 
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