I’m pretty sure this is the longest I’ve gone without an update here, and hopefully that record stands for a long time.
In the last two months I’ve been focusing almost exclusively on work outside of the game. Before now I’ve been hellbent on finishing the prototype, because I thought nothing could happen before that got completed. My whole Kickstarter plan hinged on having a playable demo.
Now that I have a playable demo and have started looking at successful Kickstarter campaigns, I realize that is not enough. There needs to be polish, and most importantly there has to be artistic talent present. My game feel is good, but how many people are even going to play it if the visuals are not compelling?
So at this point I realized I need an artist, which means I need a plan to get an artist. My two options for doing that are find one to work for free/cheap, which would be…not ideal in any way, or I scrounge up some money and pay one to work for me. The second is what I decided was best, but alas, I have no money.
That’s a solvable problem, though! And I’ve been solving it! I’ve very recently begun working part time at the Entrepreneurship Center that’s helped me so much to this point, and I’ve also been talking with investors. Specifically, I’ve been talking with Wade Patterson, who is starting an angel investment board here in Starkville.
Wade has been an unbelievable stroke of luck. He’s made millions starting companies (mostly software/hardware) and growing them into massive successes. He’s got a wealth of experience and insight for me to draw from, and draw I have. We’ve gone through expense reports, revenue projections, all kinds of documents and data that I’ll need if I’m going to pitch to investors. He’s even agreed to be a mentor officially for Meta Games. I’ve got pages of notes from my meetings with him, he’s a fount of knowledge. If you couldn’t tell, I’m very excited he’s taken such an interest in my company!
Something else I decided in this time is that I want to take the game in a somewhat different direction as far as backstory and characters go, but I don’t want to get too into it yet. I can’t wait to explain more, but things still need to be a bit more concrete before explaining too much. Just know that everyone I’ve talked to has been way more excited about this direction than the last one, so I definitely know pivoting on the theme was the right call.
Anyway, for now it’s time to get back to work. I have a doc full of notes from some very successful playtesting sessions I had with local players. I need to chug through those, but only once I have the rest of my documents ready to talk to investors. Shouldn’t take long, but this stuff I really can’t put off any longer. See you next update!