After spending lots of time considering how to complete bitcrobes, I decided to launch a small kickstarter to get it completed. As a amateur with no money, I need a little support to finish it all.
This kickstarter is very small – about $660 USD. Just enough to get a Mac mini and cover the costs of amazon/kickstarter. I don’t believe in asking a lot unless I deliver a lot. This game, though fun, just needs enough to get off the ground.
Up until now bitcrobes has been made 100% via hackintosh! Unfortunately my poor laptop has a sound card which isn’t supported by OSX so in order to finalize it all I need a native environment.
Bitcrobes is slowly seeing the finish line. Music is almost done. Debugging has begun. 3/4ths of the levels are complete. All in all, we’re almost there! What I love is (after I finish moving) I can complete this game at any given time, excluding any debugging time. I am very excited. I began learning programming 10 months ago, and I feel like going from zero to a full game is a great accomplishment.
Now lets talk about money. Firstly, this game will be free. I feel like its not full featured enough to warrant a cost. However, if I did get any money from it, it could help fund the next game which I am so very excited about. I could go with ads, but I don’t want to overwhelm the player. At the same time, I feel like ads barely give the developer enough as it is. Hmm. Another option is shoe-horning in “In App Purchases” or IAP. When I first set out to make this game, I told myself I wouldn’t make it built around IAP, but now that its complete I feel a bit more comfortable offering IAP without destroying gameplay.
Any comments? I would love some feedback. I’ll have to send out a new video showing gameplay and hopefully that’ll spur some comments on what I should do. I think ads would be the best, as long as they’re not intrusive. It keeps the game free, it offers slight monetary gains, and allows the game to be “free.”