Just to let you know the progress: - all the initially planned weapons almost done - 1 final boss left to be done - mac/pc demo in the works After this is done we'll start polishing tiny things like more power-ups, armor, gameplay and so on.
So, ppl. thanks for being patient awaiting for the full game release and not complaining much about us not posting anything for a long time I hope you enjoyed the free prequel public demo game named "John Mad Run". In the meanwhile working on the game we have prepared a draft of our page for Kickstarter. I and all our team would very much love your feedback on it: http://unblip.com/tmp/kickstarter/joan.htm What you like and what you don't like from this draft? Would you back the game? Please, tell us. P.S. The page has lot's of new (animated) screenshots. P.P.S. Ready to answer questions.
I would back it! One thing I noticed is that with the mighty weapon upgrade gif, it's a little confusing. Some of the weapons are in their normal state while others are upgraded, and it switches back and forth. It would be less confusing if it showed all the normal weapons at one time, then showed all the upgrades ones. A better idea would be to put 2 side by side pictures so that people could look at the weapons without the switching A rough estimate of how many weapons there will be would be good to put inside the weapons section, so people will realize there's way more weapons planned than shown. Also, going into the ideas for customization (for weapons and characters) is a good idea. People like hearing about customization. And you should go into how the pets will work a little bit too I would put the big "Features" section at the top so people see that first and get interested Also with the Acidgun, the planet in Alien is LV-426 (you may have put LV-42B on because of copyright purposes, but just in case it's a mistake I pointed it out) I would make the existence of "John Mad Run" more prominent as well, so people know where they can get a taste One last little thing: putting commas in the numbers where it shows the stretch goals would be helpful
Not working on Blaze yet. We are a small team - can only handle one big project at a time. And Joan is the biggest our project to date. Thanks for very useful feedback - we already used some thoughts that passed our development biased sights Kickstarter project is approved already, ready to start soon. So far we've almost finished all initially planned things that are gameplay releated. All that is left to be done is UI and community suggested features which we are bringing to KS. Hopefully KS will be successful and the game will be even more than we planned, although we already have done more than planned.
Depends. If KS will be successful we'll target October and will release it with more features, like suggested by the community. If KS will be unsuccessful, then we will finish the UI and will release if in the end of Aug. or the beginning of Sept. with less features.
Updated the main post with some news Update from 2014.07.08 --- News --- Now you can support Joan on the Kickstarter: https://www.kickstarter.com/projects/433134262/joan-mad-run P.S. Release date is set to Nov'2014. --- More cool stuff --- Have a look on the updated game feature list and new aimated screenshots. About the game Joan Mad Run is a pixel-art gory fight-to-the-death runngun, that takes your enemies straight to hell. Literally. The story begins with Joan waking up from a razor-sharp nightmare, which, ironically, turns out to be reality. Locked up in prison and bearing no memories about her past, she is left one-on-one with her insanity. Led by her inner voice, that craves for blood, and remorseless in the desire to find out the truth about her real self, Joan sets off on her cutthroat escape mission. Having no one she can trust, Joan, luckily, has her guns, that would leave no chance for anyone or anything in her way. Stimulating in its sheer insanity and unnerving in its out-of-control brutality, the game instantly forces you into Joans shoes. And thats when you get an amazing chance to satisfy your bloodlust by burning your enemies alive, melting them with acid, chopping them and watching their blood spurt like geyser, striking them with lightning, exploding them, squeezing them like bugs or sending them directly to the blazing inferno. Pure and straight-down-the-line in its skeletal outline, Joan Mad Run is not that simple as it may seem. Being infected with the thrill of madness, you will have to try to keep your head cool, think fast and be hell dexterous if you hope to survive. Deadly traps, grisly bosses and callous scumbags are all here. So grab your gun, bite the bullet and show them whos boss. Key Features single-player / multi-platform co-op multiplayer speedy breakneck gameplay with brutal boss battles and hardcore soundtrack two or more customizable characters pet companions dozens of meticulously designed weapons from shotgun and katana to monomolecular wire and satanic pighead-gun exquisite and spectacular death effects: cut, explode, burn, freeze, melt, incinerate, squeeze, send to hell and use even more unique torture methods weapon crafting workbench that will allow to create stunning weapon combos plethora of atmospheric locations with over 50 callous enemies to test your limits dynamic environments with shader-based light and particle effects lots of secrets to unveil - secret levels/rooms/corridors, unique items and easter eggs procedurally generated levels supports many game controllers use your mobile phone as a wireless controller over WiFi natively stream game video and audio to compatible TVs and media centers over network play on desktop and on the go on PC/Mac/Linux/iOS/Android (progress synced across your computers and devices) will support all US/EU/AP major languages (and yours if you help us translate)
With so much people interested in the good PREMIUM game it's quite surprising to see such lack of support from you.
Hey, saw your post before it was shortened. I realize it can be incredibly disheartening, but I guess that's just the state of Kickstarter, nothing is guaranteed. I think your best bet is to push PC first more, then wait. The key to Kickstarter is to not talk about mobile a lot, even if it is primarily a mobile game. That's how Republiqué and the Deer God got funded. Make an edit to your description (if you can do that?) or an update, and pus push push PC first. The mobile market simply isn't hardcore enough to have a big Kickstarter presence. Heck, there's a few thousand of us on TouchArcade, and only a few hundred of us are big premium pushers. And a large portion of that number is kids, who can't find Kickstarters. So, Just push the PC version, even if you're releasing on mobile first, talk about PC. After that, wait. Websites will see your Kickstarter and hopefully write articles, getting you attention. Don't give up, there's still 28 days to go, and most kickstarters get a large percent of their funding in the last 10 days. Little free games don't have to be the future.
Thanks, J, I know all that, but it doesn't really change anything much. KS is just a fast market test. I've no problem with that although it's very sad.
So you already have the funding? It's basically just to see if people really like it, then you'll make it even better and add more? Well, I think it's possible. I think it's a bit early to think about switching the monetization of the game. The campaign is still young And sorry about saying things you already know
We do not have funding for further development of Joan - it's not just to test the market. The current Joan cost is far beyond the initially planned spend. We thought to make it a simple quick project. Then we got feedback from people and a it was quite well received on Steam - that motivated us to make it something bigger and spend more. If KS fails there are a few options possible: 1) make all features, including extras and other platforms support 2) make all features, including extras, iOS only 3) finish only near completion features and let it go as is 4) near completion features only, F2P 5) postpone the project until we get money from our other games/projects We do not have money for 1st and 2nd. 3rd won't cover the already made spent. 4th will be more than 3rd by multiple factors and also won't cover the already made spend. 5th will move the release date by some time. Also to make it clear - we only spend money on our small team maintenance, office, salaries. We don't pay to any outsourcing service or something.