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Hello, and take a look!

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grogbro
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Hello!

My name is Greg Breault. I am a 2D/3D Artist/Designer living in Florida (it's so hot...). I've recently launched a Kickstarter for my board game called Hoarders. It's a very simple 2-3 player game where 1 or 2 players play the side of Dwarves trying to regain a Relic. The other player plays a Troll who's trying to keep the Relic hidden in his lair (and kill all the dwarves). I wanted to get some fresh eyes on it to possibly tell me why it might be failing. Please don't hold anything back.

https://www.kickstarter.com/projects/rocketsluggames/hoarders

Here's a link to my website for the introduction end of this ;)
http://www.gregbreault.com

Thank you,
Greg

radioactivemouse
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Lots to say.

grogbro wrote:
Hello!

My name is Greg Breault. I am a 2D/3D Artist/Designer living in Florida (it's so hot...). I've recently launched a Kickstarter for my board game called Hoarders. It's a very simple 2-3 player game where 1 or 2 players play the side of Dwarves trying to regain a Relic. The other player plays a Troll who's trying to keep the Relic hidden in his lair (and kill all the dwarves). I wanted to get some fresh eyes on it to possibly tell me why it might be failing. Please don't hold anything back.

https://www.kickstarter.com/projects/rocketsluggames/hoarders

Here's a link to my website for the introduction end of this ;)
http://www.gregbreault.com

Thank you,
Greg

I'll be...very honest here.

The first thing I saw when I got to the site was that the video said nothing about the gameplay. That was a big red flag. It's a story about a troll stealing gold from the endless bounties of the dwarf kingdom...there's no real danger except "hey, give us back the gold that we have tons of".

There's a very huge Lord of the Rings vibe when I saw the video and when I saw the video, I was hoping for a game that was far more epic than a troll stealing gold. In fact, I didn't even know if it was a video or board game until I saw the box at the end of the video. These are things that should have been mentioned at the start of the video.

Hook is not strong enough. The story is just...not appealing. If I'm to play dwarves, I want to be in some epic battle where I have to fight for my home or get out of a very sticky situation. There's no real motivation here besides, "we want our gold back".

I don't know who you are. Many Kickstarters are fueled by people's reputation and if you have no reputation, then you're climbing an uphill battle. I've tossed around the idea of doing a Kickstarter for my game, but since no one knows who I am in the industry, I knew it would be harder just to get my name out there...much less try and sell something. Had your hook been stronger, it would have been different, but again, your hook isn't strong enough.

Initial board impressions are not good. You have an 18x18 board that's empty. No real terrain, no real obstacles. It looks...unfinished. This game doesn't feel exciting.

You're basically begging people for money to make your game. People on KS are looking for something that's different. Yeah, this is different, but this doesn't feel different enough. Remember, you're competing against other Kickstarters with stronger hooks, better reputations, better looking gameplay.

Here are Kickstarters that I've backed:

https://www.kickstarter.com/projects/gerdling/two-rooms-and-a-boom/descr...

Two Rooms and a Boom are from two guys that aren't known, but the hook to their game and their enthusiasm is what made me back it. They go into the gameplay just 30 seconds into the video, which was presented cleanly and wwas unique and funny.

https://www.kickstarter.com/projects/less/less-like-chess-but-less?ref=n...

"Less" immediately tells me why their game is appealing. By the 30 second mark, the video has already told me what makes this game different. It's brilliant. I don't know the guy or his reputation, but his hook is real strong. It sells on its brevity and its portability. It then tells you it's easy to play, has a lot of strategy, and the maps are interchangeable.

https://www.kickstarter.com/projects/2081578473/pillars-of-eternity-lord...

Pillars of Eternity Card Game is built on the reputation of Obsidian Entertainment and the success of their critically acclaimed PC title Pillars of Eternity. Add that I know the designer, Chris Taylor (he's released many board games I know and love) personally, this campaign was an instant success.

If I'm to pay $49 for a product, there's got to me more than just an empty cave and some spaces where gold is at. I wouldn't feel like I got my money's worth. I'm paying $13 for the "Less" game and I feel like I'm getting far more mileage out of that game.

tl;dr If I were to boil it down to three things it would be these three:

-No reputation. No one knows who you are. therefore you're climbing an uphill battle for backers.
-Hook is not strong enough. The game doesn't pull me in and to be honest, the story is weak and doesn't feel epic, considering The Hobbit movies have been totally epic. $20 for an epic story on DVD as opposed to a weak story for $49.
-Board is boring. Make a modular board, give more game modes, give me something more than just "grab the loot".

If you're desperate to make your KS successful, here are my suggestions:

-Modular board. Give more gameplay than just 1 cave. For $49, I want something unique. Make the maps interchangeable.
-Variants...more game! What if it's 2 trolls? What if it's 2 trolls and you have to pass through the cave in order to win the game?
-Build your reputation. Do a blog, video series, something to get yourself out there. People don't like beggars, but if you show worth, you can build an audience. It may be too late too do that, but if you decide to do it again, I would go this route. I'm about to release my first game through a publisher. I'm far more confident I would have a successful Kickstarter in the future because my company has had successful Kickstarters and I've already released a game that (hopefully) is good.

I know there's trend where reviewers get paid to do "good" reviews on Kickstarters. While that uses more reputable people to build your product, I just wasn't convinced. One reviewer said your game was "light". Really? 20-40 minutes a light game? Totally contradictory.

I'm sorry if it looks like I'm going off, but if I didn't care, I wouldn't have made this post.

fayinsky
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radioactivemouse wrote: Here

radioactivemouse wrote:

Here are Kickstarters that I've backed:

https://www.kickstarter.com/projects/gerdling/two-rooms-and-a-boom/descr...

Two Rooms and a Boom are from two guys that aren't known, but the hook to their game and their enthusiasm is what made me back it. They go into the gameplay just 30 seconds into the video, which was presented cleanly and wwas unique and funny.

https://www.kickstarter.com/projects/less/less-like-chess-but-less?ref=n...

"Less" immediately tells me why their game is appealing. By the 30 second mark, the video has already told me what makes this game different. It's brilliant. I don't know the guy or his reputation, but his hook is real strong. It sells on its brevity and its portability. It then tells you it's easy to play, has a lot of strategy, and the maps are interchangeable.

https://www.kickstarter.com/projects/2081578473/pillars-of-eternity-lord...

Pillars of Eternity Card Game is built on the reputation of Obsidian Entertainment and the success of their critically acclaimed PC title Pillars of Eternity. Add that I know the designer, Chris Taylor (he's released many board games I know and love) personally, this campaign was an instant success.

Really love this part. Wish more could provide such information to help others understand what elements or aspects inspire people to back certain board games.

radioactivemouse
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Kickstarter

fayinsky wrote:

Really love this part. Wish more could provide such information to help others understand what elements or aspects inspire people to back certain board games.

I don't think people see that Kickstarter runs on people's disposable income. Many times people don't have a lot of disposable income so whatever they invest in goes under a lot of scrutiny. For people that run Kickstarters, they don't realize that how you present your idea is like 90% of how you're going to convince people to fund you.

You almost have to align the stars to make a successful campaign. You have to have a fairly well put together idea; something that people want and is unique. You have to be able to spread your idea (having an online presence helps). If you have a game, it has to be pretty much done and all the manufacturing channels solidified.

There's so much to Kickstarter that people don't know. When I researched Kickstarter, I backed away from it; I won't even attempt that until I know I can do it right.

grogbro
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Looove all the comments and

Looove all the comments and I've taken them to heart. I've heard a bit about this from other gamers as well.

The unfair thing is to liken Hoarders to something like "The Hobbit" or "Lord of the Rings". Buying the Hobbit video (dvd) for $20 has many more, a LOT more resources behind it, then I could ever put. So that's a pretty unfair comparison. Also, in the Hobbit movies they are just trying to get back to their precious treasure ;) (Arkenstone) Which happens to be in their home.

I agree on the video and the price also. These are things I have to work out, as I was trying to cover myself with shipping because it's a killer and I was covering all of it. I had shipping included so at a minimum, if you were in the USA, you would be paying $39 for the base game + ~$10 shipping. For the video, I am thinking that the second half of the Intro & Overview where we talk about gameplay would have been better to lead off with. Also an added bit about the one man team would have been good.

Hoarders is meant to be a quick 20+min filler game at the beginning of your evening of playing, not really an epic scale game with Hobbit armies and massive amounts of minis. Again, that circles back to the price, which I have to adjust.

This is a team of 1, with a few buddies to edit and throw design ideas around with.

grogbro
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One other problem is that

One other problem is that Kickstarter has gotten overrun with larger companies, like Obsidian Entertainment, CoolMini, etc etc. They just have too many resources to throw around so indie guys have no chance.

adversitygames
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That's a cop-out. Either your

That's a cop-out. Either your game is worth the $49 or it isn't.

It doesn't look like it is to me.

It doesn't matter *why* big companies can provide lots of entertainment for $20. They do it and that's what you need to compete with. Complaining that they can do it and you can't doesn't make your game more valuable.

Give it more depth, or cut the cost, or both. Excuses wont sell your game.

let-off studios
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iamseph wrote:It doesn't

iamseph wrote:
It doesn't matter *why* big companies can provide lots of entertainment for $20. They do it and that's what you need to compete with.

I'm personally discouraged by the reality of this, too. Potential customers will make the comparison whether you like it or not, whether it's "unfair" or not.

Maybe you can bridge the gap with a more affordable pledge level that brings something unique to a $10 backer? Something personalized that thanks them for their support, even though they won't receive a copy of the game?

Will you have extra copies of cards or game bits that you can offer someone who can only afford to chip in that $10?

radioactivemouse
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grogbro wrote:Looove all the

grogbro wrote:
Looove all the comments and I've taken them to heart. I've heard a bit about this from other gamers as well.

The unfair thing is to liken Hoarders to something like "The Hobbit" or "Lord of the Rings". Buying the Hobbit video (dvd) for $20 has many more, a LOT more resources behind it, then I could ever put. So that's a pretty unfair comparison. Also, in the Hobbit movies they are just trying to get back to their precious treasure ;) (Arkenstone) Which happens to be in their home.

I don't agree with this. The point was not about the resources, the point was about creating a story that felt epic. Let's face it, going into a cave to get gold you already have tons of isn't my kind of epic battle. It's not convincing me enough to throw down $49 when it's just an empty cave dive.

You can still weave a compelling story without the help of the massive resources that The Hobbit has. What about, "You are a band of dwarves stuck in a cave housed by a giant troll. You have to 1) get free of your bondage, 2) escape the cave, with 3) the gem of power that is critical to the defense of the Dwarves stronghold before 4) the troll race begins their massive attack on your homeland" THERE'S an epic story. I didn't need LotR to provide me with that. The goal means something. Stealing gold back from an empty cave with 1 troll...unfortunately is not.

questccg
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Personally...

Not to be too offensive - but that type of board looks boring. It reminds me of the MtG Board Game (http://s3.gatheringmagic.com.s3.amazonaws.com/uploads/2014/10/16/mtggs2-...)

In my opinion, it's also not innovative enough...

Compare this to "Golem Arcana" and you can see how such a board game differentiates itself. (https://boardgamegeek.com/boardgame/146725/golem-arcana) or YouTube (https://www.youtube.com/watch?v=9xL1yEm2LZ8).

"Golem Arcana" has set the standard very HIGH for a Miniatures game... It pays to see what other miniature games are out there.

Note: as Tom puts it "it might be a little light for Miniatures players"... But I think it sets the standard pretty high for those "in-between" genres!

Update: Here is another Kickstarter with Miniatures that ALSO sets the bar pretty high (https://www.kickstarter.com/projects/1596689756/arena-rex-gladiator-comb...) This is your DIRECT competition...

radioactivemouse
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Way off.

grogbro wrote:
One other problem is that Kickstarter has gotten overrun with larger companies, like Obsidian Entertainment, CoolMini, etc etc. They just have too many resources to throw around so indie guys have no chance.

This is also wrong. Bigger companies can just do it more efficiently. It's not that the indie guys have no chance, it's that many indie guys are inexperienced and can't create a decent game hook/idea to save their lives.

In the end both the indie developer and the big companies are begging for your money.

The biggest differences are:

1) Reputation. If a game company has brought you games that you've loved and appreciated and then you can help them with a game YOU can contribute to..it's too easy to back them because they've already proven their worth. Many indie games have NO name, NO reputation, and NO guarantee they will even follow through with their claims. If big companies are overrunning Kickstarter, then how did Exploding Kittens blow away anything a big company could do? It was reputation, plain and simple.

2) Resources. If a company has done past work, it is obvious they have the resources it takes to follow this through. Many Kickstarters fail because they didn't realize the work it took on the back end...design time, materials, quality control, shipping to here, then shipping to the consumer, assembly, advertisement, marketing, etc. Bigger companies already have those channels on lockdown. Many indie developers get surprised at the things they actually have to do IN ADDITION to creating the game, which invariably takes time away from development and results in a crappy product.

3) Knowledge. Let's face it. Many indie game developers have no clue. They think they're a game developer because they've been playing games all their lives. I'll tell you that I've been driving cars for over 25 years, but far be it from me to try and create a street legal car from scratch. Established companies like Obsidian not only have what it takes, they have the knowledge and the wisdom to see an idea through...which many indie developers DON'T have.

But how do indie game developers have the advantage?

1) Innovation. Indie game developers work within a box far smaller than big companies. They find solutions within small spaces, which naturally can streamline a project (not all the time, but "can").

2) Drive. The indie developer will usually invest far more time personally than a bigger company, which means decisions are made quick rather than going through several people to approve. The indie developer usually has nothing to lose, therefore they put in everything they got.

3) Indie developers are the underdog. People want to see underdogs win. But they also want to see the underdog present something that's worth supporting. There's also an excitement to see a new and fresh idea rise from the ashes.

Kickstarter is the equalizer. There are a lot of big companies that go Kickstarter and fail. But there are a TON of indie developers that go Kickstarter and fail as well. Unfortunately, more indie developers will naturally fail because of one simple reason: experience. That's where big companies have the leg up. And it's not even one that gives them an advantage. If you bring up a solid, unique idea that's well put together, you WILL be funded. No big company can take that away from you.

I'll be honest, I had the option to Kickstart my game early on. I researched it, but I decided against it. I ended up going legit through a publisher and I didn't realize the amount of things it takes to get a game off the ground. I'm glad I didn't have to worry about things like card quality, shipping, handling, business matters, advertisement, pre-orders...stuff that would have taken up all my time.

Don't be fooled, grogbro. Kickstarter is A LOT of work. It's not a magical fairy that grants wishes to great game ideas and brings them to every backer with a nice bow. No, YOU do all the work, YOU do all the design, YOU do everything.

I hope you can realize that.

radioactivemouse
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reality

grogbro wrote:

Hoarders is meant to be a quick 20+min filler game at the beginning of your evening of playing, not really an epic scale game with Hobbit armies and massive amounts of minis. Again, that circles back to the price, which I have to adjust.

This is a team of 1, with a few buddies to edit and throw design ideas around with.

There are...many things you have to consider. 20 minutes IS NOT a filler game, imo.

You have to adjust your vision to what is appropriate to the market. $49 for what's advertised as a "filler game" is contradictory. $49 should get me a nice, meaty game with all the fixins.

I am a team of 1 for my game. I knew I couldn't do it on my own, so I went to conventions, made TONS of prototypes, talked and pitched to people from students to employees at Fantasy Flight Games. I found my own connections. I've also sought out knowledge. Not only have I been playing games my whole life, my degree is is Game Art and Design, I worked in the video game industry on many AAA titles since 2003, I've worked AT a board game company just to get to know the practical process of making a game, I've been teaching game theory and game design at the college level since 2010, and even then I was careful...asked a lot of advice, got the help I needed.

And now I'm releasing my first game. From conception to release has been less than a year. Didn't use Kickstarter, IndieGoGo, or any crowd funding. I know my weaknesses, no one knows me in the board game industry as a designer and I'm NOT a businessman.

I'm not saying I know everything. I'm just saying I got of experience both as a consumer and as a developer BEFORE I even attempted to make my own game.

Your game has BIG holes (plain map, no gameplay in the video, no reason why we should get this game). Impractical holes ($49 for a filler game?). I gave you my reasons and solutions (as well as others here), you should take them to heart.

richdurham
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Plenty of good tips here

Let me pull out some of the major points:

  • Kickstarter backers, particularly early ones, are largely the alpha gamers.
  • There's a seeming contradiction in the "weight" of the game (20-40 minutes) and the components/cost. This may subconciously confuse potential Alpha backers who have notions about these categories already.
  • Alpha backers back a lot of projects. They make a lot of "strategy" calls for their budget. Reliability of delivery, Game length to price, seeming replayability, total-coolness factors, etc etc etc.
  • Alpha backers back people they know deliver - particularly on games involving complicated production and shipping. Minis have a reputuation.

Your campaign will be well served to address these.

  • Lower price to reflect gameplay niche
  • Could even sacrifice cool minis to streamline production. This will raise backer confidence you can pull it off. (Although they seem integral to the game. I don't have design advice there. Streamlining the production of the game is for you to figure out based on what you know the game needs. You have a PnP, so it must be able to be streamlined?)
  • Being TOO generous with the shipping raises questions about how you're going to handle it. Too often shipping is the sticking point where campaigns have higher costs than expected. It fails, everything fails. Be upfront with the real costs of shipping. Otherwise it raises questions about how you're handling it; questions you don't want as a first time campaign.

You've got nice art everywhere, which makes the board stand out. It's a picture of dirt. The bland hex-grid implies boring play. If I saw that as an Alpha gamer it'd figure I already knew how the game is played.

"Okay, so a troll and dwarves face off on a hex map. We roll dice. Wheee." That's not the impression you want them to have, right?

It raises questions about the replayability (key for a filler game!). Alpha bgackers will likely say, "I'd rather have a modular board with varied terrain to generate a new map each time." Even if that IS possible already in the game, it doesn't look like it from first glance. As an Alpha backer, I'd want to have the impression of "Ooo! Look at all the glittery options! Who knows how a game will turn out?"

In short, your art skills are top notch. You will benefit by making potential backers feel full of wonder, or eagerness, to play when they see it. That's more than good art - it's about forming a picture in their mind of them playing it and having a good time.

grogbro
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Rich - Thanks for the

Rich - Thanks for the summary! Much appreciated. That helps a lot.

Radio - You did read this right? "Looove all the comments and I've taken them to heart" I also said I agreed with you on most of your points. As far as the epic story, which I know most people don't read, did you happen to read the bit that's one paragraph that starts with "Long ago..."? I know its not EPIC like The Hobbit, but it gives some background to why you are entering the cave. Its a matter of honor, and greed for both the Dwarves and the Troll to get the Relic, or keep it.

I've been working in game development for over 20++ years. I have not played board games 'all' of my life because video games took some of it, but I play them weekly. I am not a KS expert, but I've done 3+ years of research

Again, I stated I took all of your comments to heart and I read everything, and agreed, but that wasn't really enough.

radioactivemouse
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grogbro wrote:Rich - Thanks

grogbro wrote:
Rich - Thanks for the summary! Much appreciated. That helps a lot.

Radio - You did read this right? "Looove all the comments and I've taken them to heart" I also said I agreed with you on most of your points. As far as the epic story, which I know most people don't read, did you happen to read the bit that's one paragraph that starts with "Long ago..."? I know its not EPIC like The Hobbit, but it gives some background to why you are entering the cave. Its a matter of honor, and greed for both the Dwarves and the Troll to get the Relic, or keep it.

I've been working in game development for over 20++ years. I have not played board games 'all' of my life because video games took some of it, but I play them weekly. I am not a KS expert, but I've done 3+ years of research

Again, I stated I took all of your comments to heart and I read everything, and agreed, but that wasn't really enough.

Well then I wish you all the luck. You asked for advice and maybe I went a little off on you (to which I apologize), but I've seen way too many failed Kickstarters and I've done a lot of research myself. It hurts me when I see someone that's already on the road and there's really nothing I can do to help.

Look, I know your story is about honor (I went through all of your videos and checked out your whole campaign), but ask yourself is that something the audience will want to play...especially when the audience has been exposed to The Hobbit in the theaters? The bar has been raised.

At this point, I have nothing to lose here. You have the campaign. I've given my advice, I hope you can successfully fund your Kickstarter.

grogbro
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You can't compare my game to

You can't compare my game to the Hobbit. That's just ridiculous. I gave a bit of Lore, I don't have an epic 5 armies to throw in. Setting the bar at "The Hobbit" movies and the writings of J.R.R. Tolkien is unrealistic.

That's like me telling you to compare your game to Star Wars.

radioactivemouse
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Really?

grogbro wrote:
You can't compare my game to the Hobbit. That's just ridiculous. I gave a bit of Lore, I don't have an epic 5 armies to throw in. Setting the bar at "The Hobbit" movies and the writings of J.R.R. Tolkien is unrealistic.

That's like me telling you to compare your game to Star Wars.

Unfortunately, it will happen. My game HAS been compared to other sci-fi universes. Star Wars, Battlestar Galactica, Firefly...al of it. Sam Healey himself said my game was like "Star Realms". I can see that. It's their opinion, and I can see where they can make that distinction. My back story is completely different than any of those stories, but I've accepted they are going to make that distinction because that's how people relate to things.

But it's not ridiculous. It's 1) race of dwarves that 2) live in a mountain that have a 3) chamber full of gold and they 4) have honor...yup, people are going to think it's The Hobbit, Lord of the Rings, some J.R.R. Tolkien clone idea.

People will make that distinction in the same way people compare Splinter Cell to Metal Gear Solid, except your game looks like it was completely lifted from The Hobbit.

If you're telling me an audience is NOT going to make that connection, then YOU are ridiculous. If you're going to tell a story about dwarves, do something different. Make them live in the sky, flying with wings made of grafted dragon wings, worshipping the clouds and eats human babies. At least you'll be breaking away from the Tolkien universe and telling something original.

Yes, people are going to expect something epic if they've been recently exposed to an epic story with similar elements. You can't escape that.

radioactivemouse
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Note:

I do have to remind you that I'm operating on this quote

grogbro wrote:

Please don't hold anything back.

I'm being completely honest here. I've given very valid reasons why I think this way and I've even offered solutions. Why you're arguing with me is baffling.

grogbro
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reality. way off.

"...looks like it was completely lifted from The Hobbit." lol. Keep on jabbin'.

I won't really keep it going with you. You've obviously been hurt by someone and you have to release your ANGGAAAH! <---Star Wars reference. Are their humans in your game, and it's in space, with ships, and fighting. Huh.

Have you gone back to re-read any of your replies Radio? Maybe you should. It's baffling to me that you can pretend to want to 'help' but instead you are just wanting to see yourself type and puff yourself up.

You make a point, I say I agree, then you just keep on jabbing and bashing. And, then you send out some more. But, it's to be expected on the interwebs.

richdurham
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thin ice

This thread, surprisingly, is treading in dangerous waters. Everybody back to their side of the pool, please.

grogbro
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constructive.

Constructive crits' are always welcome, but jamming ones opinion down everyone's throat in the name of a "helping hand", is not cool.

radioactivemouse
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Done.

grogbro wrote:
"...looks like it was completely lifted from The Hobbit." lol. Keep on jabbin'.

I won't really keep it going with you. You've obviously been hurt by someone and you have to release your ANGGAAAH! <---Star Wars reference. Are their humans in your game, and it's in space, with ships, and fighting. Huh.

Have you gone back to re-read any of your replies Radio? Maybe you should. It's baffling to me that you can pretend to want to 'help' but instead you are just wanting to see yourself type and puff yourself up.

You make a point, I say I agree, then you just keep on jabbing and bashing. And, then you send out some more. But, it's to be expected on the interwebs.

I can confidently say that I wasn't "hurt" by someone, as you assume. Yes, my game has "humans", it's in space, it's fighting, but I realize it and I admit it. You didn't. You're arguing with me that your story has no relation to The Hobbit and not only do I tell you it does, I gave you why I think that way. I said it was lifted from The Hobbit cause it was clear you didn't see my point.

Your last response was this:

grogbro wrote:
You can't compare my game to the Hobbit. That's just ridiculous.

Of course I'm going to push the point. Now, from your last response I see you see it.

If you're butthurt by my responses, then maybe you shouldn't have said, "Don't hold anything back".

But you know what? Maybe my jabbing should hurt. It's YOUR campaign that's not doing well and you're the one asking why. And I'm not the only one saying the same things, I've just posted more:

iamseph wrote:
Give it more depth, or cut the cost, or both. Excuses wont sell your game.

let-off studios wrote:
Potential customers will make the comparison whether you like it or not, whether it's "unfair" or not.

questcg wrote:
In my opinion, it's also not innovative enough...

Like I said and I've always said, good luck with your campaign. I hate it when people open themselves to criticism and then they argue that you're too hard.

Just take it. You asked for it.

richdurham
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next comments must be productive

Or this thread is locked.

radioactivemouse
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Reasons why I'm like this

I'll admit I'm a bit hard on people.

I understand that there are people here that are looking for help and I understand that. But as a college instructor, I'm very blunt about people's works. If I say it's terrible, I say why, then I make it a point to give some solutions to the problem.

I know it may sound harsh, but I really want to help your campaign, grogbro. I'm a little frustrated because the ball is already rolling and at this point, there's not much you can do to make the necessary changes. I mean, it's still possible to pull through, but that's why I went all crazy on you.

Again, I apologize for going off, it's more of a knee-jerk reaction. I'm sorry that you've put in all this work and it's not coming through. It's a frustration many Kickstarters have and I can almost see their distraught faces when they post here or in other places.

I hope you can find your solutions, grogbro.

richdurham
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Joined: 12/26/2009
kickstart specific help

There are a number of people who come to the Facebook Tabletop Kickstarter Advice group after launching looking for similar advice.

There may be more opinions there worth collating. You'll need more opinions to see if there are trends in the interpretations and comments.

All of that will help when you launch future projects, or if this attempt is unsuccessful and relaunch.

I don't hink there is any more to be said in this thread, but other users are welcome to add their own thoughts.

andymakespasta
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Joined: 07/26/2015
I'll be blunt

Constructive criticism incoming.

The others have said a lot about bang-for-buck, and how you should have extensions, I'll talk about something else.

I just read through your rules.
The actual game seems better than what the video implies. The video tells a story, but your product is a game. You really need to

A. spend more time talking about gameplay.
B. link the story to the gameplay.

Your story isn't bad, but it needs to be told better. The story of entering the monster's lair is a classic, but it needs to have a few twists, and those twists are present in your game.

First off, tell the story of how terrible the troll is. The troll wields a club as heavy as three dwarves combined. The troll regrows lost limbs. The troll is absolutely huge. In fact, it's so big, no dwarf has ever seen it's face. All the dwarves ever see is the great club swinging through and the terrible feet crushing down. In fact, it's the last thing many dwarves see. All the dwarves are terrified of the troll.

Then tell how the king is nursing his wounds, and sort of obsessed with the troll. The king assembles a party of stout dwarves to get revenge. All the dwarves plead him to reconsider, to not send their best to wanton deaths. Unbeknownst to the common dwarves, the king has a plan. A plan to stop those terrible feet in it's tracks.

Then, you follow up with gameplay description, on how the troll can kill dwarves with 1 hit of the club, and how it can crush dwarves by simply walking over them.

Then you tell how the dwarves have forged giant barbed spears of cold iron that will pin the troll's feet down, even if it means the speardwarves sacrificing their lives. etc.

Also, your blurb is :

HOARDERS is a competitive 2-3 player board game that plays in about 20-40 minutes. Dwarves must recover their Relic from a huge Troll.

really, it should be:

HOARDERS is an objective-based asymmetric tactical board game for 2-3 players where a squad of courageous dwarves battle an unstoppable troll for their long-lost Relic.
(I need to think about the relic part.)

The game is not competitive, and 40 minutes is not a popular mark.

Also, I don't really like the troll artwork. Too cartoony for dark fantasy, too dark for cartoony pictures.

grogbro
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Joined: 09/01/2015
Wow!

Andy - Thank you very much for your comments on Hoarders. I am at a loss as to what to say about the re-works of my horrible writing. I appreciate that you took the time to lend some of your skills as well as comment.

As far as the Lore goes. I have a lot more that I planned to save for the final rulebook for print. I figured that pledgers didn't want to read 3 paragraphs of Lore in the campaign (?) I assume you meant this to go in the 'Lore' video? This would have to be in written Lore as the video and the voice acting can't really be redone at this point. I've spent an insane amount of time learning AfterEffects, editing, painting, and reworking that video. Also, I plan to move the Lore video to the second slot, and move up the Gameplay video I have, and retool it as well.

I agree on the troll. I've been reworking him. He's darker, more detailed and he has a bit of armor, straps, (and other dead dwarf doo-dads), and not just a furry loin cloth. ;)

Again, I can't tell you how much much your re-writes and Lore detail additions help!

Here's my plan on pricing. Tell me what you think.

- Hoarders Base game - $35
---- Several groups of components added to base game
---- Shipping is not included Free-$5-$10 depending on location
- New Goal - $19,000

New Goal:
In all honesty, if this goal of 19k hits, I will have to pay out of pocket 3-4k. I know some will say not to do this, but as has been mentioned and I'm very aware of...no one knows me.

Board:
Here's an update I released last week. I've rounded corners to include helpful stats for both dwarf and troll. Repainted a lot and added jutting rock sections on either side. One thing I hadn't released yet is the addition of larger cardboard tokens for rocks/boulders that can be placed by the players, with restrictions. I haven't gotten a quote for this new addition so I was waiting. This board is not final and I am still working on it heavily.

https://www.kickstarter.com/projects/rocketsluggames/hoarders/posts/1337268

Time: Time to play will be changed to 20-30 minutes. I've had a range of play times, especially when trying to teach the game to new players. Or, when I leave playtesters alone and they read through the rulebook, as they should. 40 minutes was really at the high end in some cases.

Thank you everyone for your comments. Much appreciated.

wombat929
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Joined: 04/17/2015
Honestly, the two big things

Honestly, the two big things that would keep me away from backing this are:

1 - reputation: You don't include links or indicate any other games you've made already. I've gotten burned by games with minis before, especially with your really aggressive production timeline. I've backed games that are just a deck of cards that have longer production schedules.

2 - Weight vs. price: reading the rules, this is clearly a filler game. (I think 20-40 minutes is just right for a filler), but as radioactivemouse said, for $50, I want a meaty meaty game. At $30, this might be more reasonable.

So could you make this game for $30? What if you had a bunch of tiles rather than a board? This would reduce shipping size (a stack of tiles vs a board) and give a modular play space. What if you had round tokens for the dwarves and two feet tokens for the troll? Cardboard chits would get you much of the way there. You could also consider standees for the dwarves.

Then the minis could be an add-on.

Just some thoughts.

grogbro
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Joined: 09/01/2015
ty!

Thanks for the comments wombat. I appreciate it!

1) Rep - This is my first game. ;) Everything is being done in-house so I am not really relying on anyone else except manufacturing and shipping after everythings on my end get done. This makes it a bit better since I can make edits to my sculpts, art, design, rulebook changes etc. But I totally understand, no one knows me. There's not much I can do about that but put the word out about Hoarders and my progress and continue to provide updates to pledges. I've gotten solid manufacturing and shipping quotes from 3 different companies. That alone is a one+ man job.

2) Price - (I talked a bit about this above) This is being adjusted in the relaunch. Even though there's a lot involved, no one knows me, and this is my first game, I had a higher price due to some outside influences. Basically at the previous 25k stretch I would barely break even, especially with shipping included (and VAT). Now at 19k, even if I make that goal, I will have to pay out around 3-4k. I know some people will argue against this, but it's what has to be done, because of #1 Rep/First game/minis.

If I could get you to hold the Troll feet in your hand, and play a game. I am sure you would agree that it's much more fun with the minis rather than placing a cardboard token of a lance, next to cardboard troll feet. And showing the other player, in slow motion, your large feet crushing (slowly) his dwarf. ;)

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