Solace Crafting

Solace Crafting
Redefining the Crafting RPG
Showing posts with label Business. Show all posts
Showing posts with label Business. Show all posts

Thursday, October 19, 2017

What to do when your Kickstarter fails

My Kickstarter has failed!

   Grab a blanket, break out the ice cream and your favorite feel-good movie 😭
   I'm just kidding! It's no big deal, and I'm very happy to explain why.

So, what's the point of Kickstarter?

   For me, the reason for starting a Kickstarter campaign was always to buy me time. Time is the one and only thing keeping me from finishing Solace Crafting.
   Crowdfunding had been on my mind a long time, though I started to actually spend time seriously researching Kickstarter early 2016. I started to write promotion video outlines, catch phrases, todo lists, and timelines. I started working social media, farming Twitter followers, and reading articles about who succeeded or failed. By early 2017 I had started a company, was filing taxes, filling out forms, setting up bank accounts. I was recording and editing video and audio, something that takes a lot of time and effort. What I was doing though, to be blunt, was spending more and more time doing things other than game development.

My goal was defeated by the means.

   In August of 2017, I had a full week off of my day job for the Japanese summer break. I didn't spend it working on marketing, social media, and Kickstarter. I spent five weekdays nine to five developing Solace Crafting. I got so much done, it was in an odd way disheartening. In one week I furthered development more than I had in six months of trying to do seven or eight jobs at once. After that something inside of me started to boil.
   I knew I wasn't spending my time and energy where I wanted to, despite the obvious allure of funding. Still, I had dug so deep into the idea of Kickstarter, that I didn't want to simply abandon it. In mid-September, I threw together a video, and pushed the 'launch' button. I bought the services of an indie focused marketing company known as Black Shell Media, through which over sixteen hundred Steam keys were sent out to YouTubers and gaming related media, millions of Twitter views were achieved, thousands of clicks, as well as my own paid advertising.
   All in all though, Solace Crafting was too underdeveloped, did not attract the media, and Kickstarter lulled from day one.

Now that's all behind me. 

   I am once again focusing 95% of my time on game development, and it feels great.

   Should I never have looked at Kickstarter in the first place? I don't think that's something I or anyone else can say. I learned mountains worth about social media, advertising, business startup, taxes, law, video production, and much more. I met a handful of dedicated supporters that have given me some invaluable insight, and really helped me better understand even what I myself am looking to create. It would be nice to already have the game selling on Steam, but it may never have started down the path it is now had this extra time not been allowed to it. All things said and done tens of thousands of people have now heard the name Solace Crafting that hadn't just 30 days ago.

   My sincere gratitude goes out to those that have backed the Kickstarter campaign. As Kickstarter is all or nothing, some of you have expressed an interest in supporting Solace Crafting outside of Kickstarter. I am considering several ways to go about that, and will post again with my findings asking for your input on the best way to go about that.

   In the meantime I will get back to posting regular updates on Facebook, Twitter, and Instagram (I can post to them all simultaneously, it's not very time consuming), with less frequent updates here and on Steam. If you'd just like to know when Solace Crafting is ready, joining the mailing list, or adding it to your Steam wishlist is a non-intrusive yet surefire method to get a notification. I only send out mailing list updates for major events.

What I learned preparing and running a Kickstarter

1. Health and relationships
   Mine suffered. I lost a lot of sleep, grew short-tempered, put on weight for the first time in my life, and got sick a lot more often than I usually do. I skipped outings with my wife and family because I was "busy," and even skipped my day job a couple times. Looking back these were all poor choices, and I would encourage indie developers to accept the fact that there is never enough time, and to always put your health and relationships first.

2. Social Media Followers
   I grew over 7,000 Twitter followers across my three accounts over the course of a year. Somewhere around six of them backed me on Kickstarter. This was the biggest let down of all for me. I spent somewhere over 150 hours throughout the year on Twitter, yet the end results were laughable.
   Now, I met some of the kindest, most supportive people on Twitter as well, who continue to help test Solace Crafting and have been a big healp; so I'm not saying Twitter is useless, just understand the term "follower farming," and do not engage in it. Most accounts are just following you because they want their follower count to go up into the millions, as I did, they don't care about you or your game. The people that do care will notice you eventually if you're posting #screenshotsaturday #indiedev #indiegame etc. and don't need to be farmed.
   This applies somewhat to Instagram as well, but Instagram and Facebook are much more organic.
   Facebook does not allow the same sorts of freedom that Twitter does and requires quite a bit more work. I would reccommend working with paid advertising (see #3) more than trying to spend time in social media much yourself.

3. Paid advertising
   The advertising I paid for myself via Facebook, Twitter, and Google ads did far worse than the non-paid posts run by Black Shell Media, a service I also paid for. The difference is that they are posting on accounts they have spent years building up with large audiences, versus paid advertisements that target an extremely diverse audience and are clearly marked as "paid". People that follow content posters like Black Shell Media do so because they are interested in upcoming games, indie developers, and crowdfunding campaigns. No matter how specific you get with paid advertising keywords and targeting via facebook/etc ads you're going to hit a lot of people that don't care about any of these things. I would highly recommend considering a service or two or three ranging from 50$ to 500$ posting to curated audiences over self-managed paid advertising.

4. The demo
   My demo sucked, and that was the end of the story really. Plenty of people are able to see beyond that and are willing to back your project, but streamers and media get stuck. Getting people to back your project is less of a problem than getting people to see your project, and they're not going to see it if streamers and media don't have enough to work with. You also don't need any fancy video production if your demo works, you just record it and your good.

5. The video
   Do not spend any time trying to make your video fancy by mocking up cut-scenes, making new models, recording new voices. If it's not in your game, it's not in your game! This was something I learned early on. Trying to take screenshots and video of stuff that isn't finish takes time. Instead of spending that time you should finish it! Then all you have to do is record.

5. Time 
   If you're building a board game, printing a comic, shooting a movie, you need money, and Kickstarter might be the most awesome thing ever to earn you money. If you're an indie developer, you need time, not money, no matter what people in the industry are used to saying. Consider two alternatives to Kickstarter:
   A: Don't spend your time on anything other than development, and just get the game to an early-access stage. Steam has the most subscribers of any sort of "media outlet" you can imagine times ten thousand. If you're game is going to sell at all (and some games just aren't, no offense) putting it live on Steam will sell it.
   B: Consider IndieGoGo for its investment options. I ultimately stuck with Kickstarter because its got the "biggest audience," but that didn't cover up the problems with the campaign, and it also comes with a lot more rules, and a lot less options. I have people that -want- to give me money to help out, but Kickstarter only offers an all or nothing campaign style. IndieGoGo allows you to offer equity, and to opt to keep what you get, both of which for a goal as small as mine was, may have been a better option. Not in all cases, but it's definitely worth thinking about it.

   I read time and time again that crowdfunding takes a lot of time and work, but I never mentally translated that as "time you could have been developing," until it was too late. Life is, however, experience! I'm not interested in moaning about what's done, and have my eyes back on the true goal: a great game!

   I'm shooting to publish a public build before the year ends, with a big update this Saturday!

   Thank you again to everyone who has backed, commented, and shared their ideas. Your continued participation is important as we move forward with turning Solace Crafting into a financially healthy and well-staffed project, and is very much appreciated by me and everyone looking for better games.

Monday, February 20, 2017

Law and Armor


We now have an official legal body to call our studio! Introducing: Big Kitty Games LLC. It's a pretty simple website for now, but the reality of creating and managing a legal body is a little less simple.  I'm still in the middle of setting up a business account (tough living overseas), and a couple more things to file, but the ball is most definitely rolling.

As a legal body there are now a new set laws I have to be careful of with pretty much everything. For example when I buy an asset on Unity's Asset Store am I paying with company money as a company expense? Right now we're still a one man show with zero income, so I don't have to worry about too much yet, but salary, spending, taxes, and more can all end up costing you unforeseen money if handled improperly.

Despite all of that eating up a lot of my time, it's been a very fruitful month in terms of actual game development. I've added some global settings so that players can turn up and down the quality of the game world. I've also incorporated a simple day and night cycle, am working on some weather improvements.


The biggest change of late is by far my new avatar system. At long last I've got armor pieces swapping individually per slot. Cloth gloves, leather shirt, metal leggings, totally possible, and absolutely necessary for a proper RPG. This system also allows extensive avatar modifications and though not yet fully implemented, I hope to add tons of player customization the point of trolls, ogres, elves, human, blue skin, pink hair, and more. I really believe that players should be allowed to experiment as much as they want, and be given ways to correct things when they conclude that pink hair on their Paladin was a mistake.

I've also got spell and ability effects in and working well, though I still need a lot more.

The game story has also developed quite a bit from the quite random "You exist! Have fun" sort of introduction I had up until now. It's going to require some new artwork so I won't be updating the website just yet, but it really blends nicely into letting players be whoever they want to be!

Sunday, September 11, 2016

Back on track

I have achieved a lot more than I initially knew I was capable of with my struggle to make Solace Crafting the best crafting game on the market. It's still a long ways from completion, or what I consider completion in my head, though there are already some really fun and unique aspects to the game. A part of me considers it a crime to hoard these new ideas and not put them out in the hands of players, for better or for worse. Another part of me wants to wait until the game is AAA quality, fully staffed, and the best thing since tuna sandwiches, though I realize more and more that is not something I can realistically expect from a solo project.

I also started a new project with a friend several weeks ago we're tentatively calling Insulation. It is much more PvP related than Solace Crafting, and focuses on construction, gathering, and all around hoarding. We'll get a website up for that soon. What I've done with Insulation though is really starting from scratch pulling all of the best things I learned how to do from Solace Crafting and squeezing them into a new shape. The progress I made in very few hours spread out across several weeks was much greater than I had been making with Solace Crafting for quite some time. Precisely because I abandoned the desire to have everything be AAA, super smooth, and worth a million dollars. I hope to bring that mentality into Solace Crafting now as I come back to it and progress, rather than fuss, through the many things left to make it fun before it's pretty. Here in Japan there is a famous saying "Hana yori dango," which means food before flowers. Tweaking sunsets and generation algorithms is a lot of fun, but if the game doesn't have the basic hundred components needed for players to get in and start playing, it's little more than incomplete.

I am currently applying to a large game company I am very excited to hear back from and have been brushing up my skills on all fronts in hopes of securing myself as the best candidate for the position. Amidst that, our new house, and a stray kitten fiasco it's been hard to find time for Solace Crafting and Insulation. The ultimate goal was always to get funded through Kickstarter so that I could work on it full-time, though a job with this company could powerfully snuff that desire as I would love love love to be working for them. With that dream dominating my thoughts I've been able to put Solace Crafting back in its proper place as a side-project, and not something I should be trying to make AAA quality piece by piece. I'm certain this will speed up the development of the still necessary yet incomplete portions of the game, as again, I work towards getting it out to prospective players as soon as possible.

I'm sorry for the lack of updates, and appreciate all the follows and likes I've received on Twitter. Whether I get hired or not, development will continue, so stay tuned!

Wednesday, March 9, 2016

Google! Google! Google! "It's only a model... shh"

Time to start posting regularly, which is a bit daunting when you're coding and uploading and managing everything yourself. I've decided instead to let Google help me out, and look forward to posting on this site much more regularly that I have on my own. Links to be set up shortly of course.

As far as Solace Crafting goes, progression is steadily moving forward. I've been dabbling a bit in marketing and have learned a great deal at the cost of precious development time. I've also read a lot into company formation and management, or in other words law and taxes, as I take steps towards forming a legitimate legal body to handle sales and that side of things.

Today I simplified a fair share of the recipe databases to make adding in new content and managing what's already there even easier. The structure that all crafting is built on top of in Solace Crafting has a very serious need to be flexible and accepting of new and changing content. Luckily it was built that way from the start!

Though to be honest I spent a lot of my free time cleaning today. Our apartment was getting messy and I gave a lot of our appliances a good scrub. Clearing the clutter is important for focus! Which the next four days will have a lot of.