Glad you guys like where things are headed!
We got plenty more planned too. Good or bad, Bloom will definitely be unique / interesting (hopefully also good
) haha.
Do you think you're on track for the December 2015 release date promised on the kickstarter?
Right now things are a little uncertain. I'll probably be doing an update soon if we decide to push it back though. After the kickstarter ended, the animator bailed on us (which meant I needed to learn to rig and animate....along with doing all of the artwork / writing / majority of design in the game). I'm not going to limit the amount of creature types though because of the extra work, I feel the game needs enough to feel right...even if it is a mountain of extra work. And the programmer has been balancing his life (family and full-time work) along with bloom....so, it has been an interesting year to say the least.
Oh, and since we are insane, we also expanded the scope of the game after the kickstarter
More mechanics, more creatures, bigger world...
Bloom has never been about the easiest or fastest path to pushing a game out for some quick $$$. This is really something deeply personal for me and I'm trying to make the game something I can be proud of that connects with people.
Either way, if we decide to push the release date back a bit to make sure the game is complete, we will try to give more to backers to make it right ((extra tier stuff? or something, haven't quite figured it out yet)) (and, of course, backers will be getting extras way down the road too....this is hopefully just the very beginning of studio fawn
.
I'm not an "old school" developer. I've actually never personally sold anything to people before. So, all of the people who believed in what I'm doing and donated to the campaign to help me make this game means the world to me. They aren't just "customers" who bought a copy early....to me they are people who stood next to some random nobody to help create a dream (which is something pretty amazing IMO. It is easy to discourage and trash talk...but standing up and giving support is a special quality and can encourage a person to do more than they might have before).
Do we even know if it is turn based aka good or some action rtpw papamole ?
It isn't turn based
Would have been wayyyy easier to be turn based....but, meh, the real-time stuff seems so much nicer IMO.
Looks great, why didn't I back this!
Thanks! :D We actually still have the tiers on our website with paypal set up if anyone wants to throw moneys at us
At this point it isn't a big deal though. We still have enough moneys for quite a while (and we have gotten the attention of some major publishers, if we decide to do that).
I think the hardest part is over, now it is just about waking up every day and working and dedicating ourselves to the project
Pretty much my life since kickstarter ended, I just work
Why is it called 'Bloom'?
Lots of reasons. One of them is that I came up with the idea around the time I started transitioning
The game and I have grown alongside each other. You can even see that at the start of this thread, how much more simple the game was during the failed kickstarter before (it has gotten quite a bit deeper).
Wow. If gameplay keeps up with graphics and music, this is gonna be a masterpiece.
Thanks! :D We are going to mess with the game play until it is right. Testing, adjusting, constantly pushing and evolving....it is part of the process for everything (for example, I've redone the starting forest area 3 or 4 times now. The game art has actually evolved a LOT since the early maps).
Same with music, me and Jose go back and forth about feelings we are shooting for and what is happening in the story at those points and work out tracks that just feels right. Sometimes we end up with quite a few stabs at it before finding something right.
And, of course, game play gets the same attention. Like an earlier build we took to indiecade last year that I watched some people play made it painfully obvious we were doing the main ability wrong.
and the kickstarter brought only 61.5k for a team of 4 people and 2 years of work.
It is even less than you imagine !_! Once you take out the 10% for kickstarter / amazon and then the taxes and enough to fulfill backer rewards
But it was still a HUUUUUGEEE help. Haha I had absolutely nothing when we finally did our last kickstarter. Actually, I was living off of a little money my brother loaned me to keep going. But now things are a lot easier.
This has always been about making it happen with what we have though
It has never been "will bloom get made", it has always just been a question of how hard it would be to make it :D