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rantmediagames

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  1. Thanks for all the comments. We definitely want as many homebrew titles on there that we can - obviously just the ones that don't have any rights issues at this stage. The idea is to provide a new platform for homebrewers to get their games out there to a wide audience (and get paid obviously!). If you're reading this, and you're interested in getting your homebrew game onto the app, then please contact me via the messenger or directly at hello@rantmediagames.com. The reason why there is yet to be an Android version of Vectrex is not down to lack of desire or capability - it's about financing it! We are still looking for ways of getting the money together to do it. Please remember we are not EA - we're a super-small games studio, and that means it sometimes takes time. Anton
  2. You're probably right on the funding fatigue point. Time will tell I guess. Thanks for the comments. I should also say that I'm aware a lot of the guys on this forum have backed us and helped us get the word out - really grateful for that.
  3. Guys, When we spent the time: - securing the licenses (Yes, we do have them. Yes, there is a cost) - creating the concepts, refining the pitch, filming the video, creating the website and prepping the campaign (this took over 2 months) We thought we were doing something that yes - may be considered strange to some in the wider gaming community - but at least would be supported by the community we are a part of - the retro gaming community. It's a huge disappointment that this doesn't seem to have happened so far (we haven't given up yet!!). It's a shame that people don't seem to understand that we're not just planning on delivering a simple emulator here. We want to showcase the ColecoVision. We have an opportunity to show people that these games are awesome. And we want to do that in a fully legal way. So far the objections seem to follow a couple of lines: - dislike of Apple / the App Store: when we've been clear that we want to bring to as many platforms as possible! The App Store is a starting point to get the ball rolling. - annoyance at asking for $250k: without realising that we will be left with around $140k after costs, and that delivery will mean a total-studio-effort lasting 5 months. This is not going to be a profitable enterprise for us - we wanted to do it because we've got a passion for it! We do other games for other people, and this was something that was close to our heart. Remember, we are not asking you for $250k - what we're actually asking you for is $10 in return for a fantastic app with about 20 fully legal, licensed games. 50 cents per game. Why does this seem expensive?? Bear in mind that the first release of Angry Birds - a very simple, physics-based game by just 3 guys cost in the region of $150k over 4 months. Games development is expensive guys - Reckless Racing reputedly cost $2m to make for iOS. When it comes down to it, the success or failure of this Kickstarter is not in our hands - it's in yours! I hope you can help us make it happen.
  4. The problem with physical copies is that it makes it much more expensive to make and distribute. If we got the backing we would definitely consider as a stretch goal a digital release on something like Vita, but I can't see a physical copy happening at the moment - unless there is massive demand...
  5. Hey Guys Thought I would jump in here and say hello (we're the guys doing the ColecoVision Kickstarter). We've had a lot of negative comments in the last few days! Ultimately all we're trying to do is give people the opportunity to play - fully legally - around 20 original ColecoVision games for $10. We wanted to wrap those games up in an awesome interface - show the world what the ColecoVision was all about, get some great box art, have a way of competing against everyone in the world on scores, getting achievements and having a great time. We thought that was a pretty great deal! Happy to answer any questions if you've got any. Thanks, Anton.
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