TheFuntastic said:Okay so I've been thinking about this a bit more, here are the truths I'm taking away from the feedback:Our message wasn't right[*] The game already looks finished. I’m not sure this is entirely wrong, all the most successful original I.P. Kickstarters show vertical slices that sparkle they are so polished. But these games (Hyper Light Drifter, Night in Woods etc) manage to capture the imagination with their vivid worlds. Is something like that even possible with Cadence? I’m not sure.
Creativity isn’t worth focusing on. [*] So why are we trying to focus on this in the first place? For the same reason that Minecraft is the biggest game on the planet.
[*] There is doubt that the synths are bringing value to game. In the way we are currently presenting it, certainly. Right now we’re showing people “the voxel engine”. That’s exciting for us because the potential is obvious, but as yet we haven’t shown anyone how they can use the voxels to build their own worlds – this deficiency is now glaringly obvious to us.[*] There is doubt that we aren’t reading our target audience correctly, eg why would people care about making music over just a game? Well initially we assumed it would be hardcore musician types who would care most about this. As such we were very self aware about the competency of the music tools. But we realise now that these people already have tools far more competent than anything we could ever muster. Also instead of being critical of the quality our music capabilities, they are just happy we’re making a game that cares about music.
As for the 11 year old girl on the other hand? What access and facility does she have to hardcore computer software that is used to make music? If we take a game that she already understands and then give her a way to feel like she’s created music with that, well then that is empowering! Suddenly her time with the game is going to become a lot more meaningful.
THE REAL ELEPHANT IN THE ROOM: So it’s very easy to look at what is publicly presented on a Kickstarter page and nitpick and say “oh they didn’t do that, obviously that is why they failed” (like SA press chastising us for our lack of demo, which when released made zero tangible difference). And that is what most KS advice focuses on. Do this, don’t do that. Check all these boxes. But very little advice focus on the truth that Kickstarter success is a multiplier of how many people you can effectively reach. Despite everything our biggest failing was this one fact:Only 9900 people watched the video.
If the campaign had been pitch perfect this kind of coverage might have taken care of itself. The fabled viral marketing effect. But once momentum died we were totally unprepared for the work needed to get it going again, not to mention being spread very thin over two festivals in a foreign country that delivered us very few press/youtuber introductions.
TheFuntastic said:The ambition for our level editing tools is much more contained. Instead of trying to invent new ways of making music, we’re simply want to expose the systems that we’ve already created and give players a way to mess with that. The fact remains a level editor is still our most requested feature.
Nandrew said:We appreciate the feedback, but Peter's "elephant" is actually pretty much spot on. We didn't do enough raw work. Our preparations for Youtube players, in particular, were very weak (and striking solidly there is miles more important than pretty much anything else). We started on many things DURING the campaign that should have been done before.
Nandrew said:If I had to deliver a presentation on running a KS now, I'd have the words "TWO TO THREE MONTHS OF FULL-TIME WORK" filling up about fifty pages of slides and just ask people to repeat the statement with me for +-20 minutes. ;)
TheFuntastic said:So the Cadence Steam page is now up. This could have been up months ago, but there is a surprising amount of i's to dot and t's to cross to make it happen. The main purpose of this really is just to make sure people add it to their Wishlists and we aren't losing any more eyeballs that have already forgotten about us. This is however also a first draft of our final store page. The trailer is totally placeholder, but I'd like to know what your first impressions of the marketing copy on the page are. Anything concerns you want to know that we're not addressing?http://store.steampowered.com/app/362800
You've been playing games most of your life. (1) You've been listening to music even longer. Wouldn't it be great if making music was as easy as playing a game(2)? Cadence lets you draw shapes as music. Let your imagination run free with the PC's first music sandbox game.
What if making music was as easy as playing a game? What if connecting nodes to make shapes made the most beautiful sounds? What if there was a game that let you really play with music?Cadence is the PCs first music sandbox game that'll let your imagination run free.