Video Gamers Podcast - Kickstarter Indies Made By You - Gaming Podcast
Episode Date: July 2, 2025Gaming hosts Ryan, Ace and John are looking deep into the world of video games backed by Kickstarter! What games are worth backing and what games you should avoid. How do you sort out the BAD games fr...om the GOOD? We even cover the largest Kickstarter campaign EVER! Join us on this wild episode of the Video Gamers Podcast! Thanks to our MYTHIC supporters: Redletter, Disratory, Ol’Jake, Gaius and Phelps Thanks to our Legendary Supporters: HypnoticPyro, Patrick and PeopleWonder Connect with the show: Support us on Patreon: patreon.com/videogamerspod Join our Gaming Community: https://discord.gg/Dsx2rgEEbz Follow us on Instagram: https://www.instagram.com/videogamerspod/ Follow us on X: https://twitter.com/VideoGamersPod Subscribe to us on YouTube: https://www.youtube.com/@VideoGamersPod?sub_confirmation=1 Visit us on the web: https://videogamerspod.com/ Follow us on Twitch: https://www.twitch.tv/videogamerspodcast Learn more about your ad choices. Visit megaphone.fm/adchoices
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Hello fellow gamers and welcome back to the Video Gamers Podcast. I'm your host Ace and today we're diving into wallet first in the world of crowdfunded
games from pixel passion to launch day disasters.
Joining me today, I heard he's still waiting for his collector's edition of Mina the Hollower.
It's Ryan.
My eyes!
My eyes!
Are you punk?
It's not that bad.
Yeah, whatever.
Just hearing the name, they're starting to water.
You suck.
And of course, we can't do this alone. So joining us is a man who always puts his money where his hype is. It's John.
That's not always true at all.
Oh, come on, John.
I rarely put my money where my hype is.
I put my money- Don't you bet on the black horse here?
No, I put my money where the surest return
on investment is.
Yeah, I figured you'd say that, unfortunately.
Yeah, sure gains over time.
Anyways, fellas, I'm pretty excited about this episode
because we're going to be talking about Kickstarter.
How familiar are both of you with Kickstarter in general?
I'm quite familiar with it.
I've backed a couple of small projects.
And some of my favorite pieces of media have come out.
Like, I don't know if I'd, have you guys seen
Kung Fury by any chance?
It's like a 30-minute long, 90ss spoofy martial arts movie, Kung Fury.
It sounds familiar. I feel like you've told me about it before.
Oh, Ace, we may need to end this episode here early so you can go watch this. It's the best
20 something minutes that has ever been put to film. And it was a kick. It might've been a GoFundMe
or something, but I'm pretty sure it was Kickstarter it was one crowd-funded
things yeah exactly and ah it's so good there was a there was is a part two
that's sort of stuck in development hell right now but I've talked to the I've
talked to the director David Sandberg when I was doing some other projects a
couple of times it is awesome and without Kickstarter wouldn't have happened.
That's fair.
What about you, Ryan?
How familiar are you with the thought of a Kickstarter?
Oh, wow.
Yep, very interesting.
Yeah.
Yeah.
Sounds like Ryan needs to kickstart a mute button
for his microphone here.
Yeah. Dang it, I did it.
You know what, you know what it was,
and for anybody watching, it's because I was trying to plan out how I was going to get a
little snacky poo in during this episode because I'm dying here. But yeah, that's a rookie mistake,
man. I know, dude. Podcasters take it. If you need to eat while you're recording,
you just stick it into your belly button. There you go.
Whoa, all right. I didn't know that one.
I didn't know where that was going, but.
Maybe a little green.
Anyways, I have not messed around with Kickstarter,
so that's a no.
You've never even looked at it?
I know, I've never, no, I've never had any desire
to go and like look.
But you understand the concept.
Yeah, I understand the concept, for sure.
Where people crowdfund ideas and they become reality.
For sure, yeah, no, I think it's a really cool thing
Yeah, I just never kind of had a draw to go check it out. That's fair
I think today I want to look at we're gonna look at one big Kickstarter success one
Massive flop and then I also want to take a look at some of the games
I've personally kickstarted so we can not only bring them forward but I can show that I put my money where my mouth is
When I talk about indie games, right? Heck. Yeah. I'm not some poser
This guy doesn't even know indie games
So let's explore a campaign worth backing and I wish I had been older when this game came to Kickstarter
But you've heard me say this games name several times times before. We're gonna look at Shovel Knight.
Ooh, yep.
Shovel Knight was a Kickstarter.
And people couldn't believe that these days
because of how much money it made
and how much growth it's had over the years.
Well, right, with Shovel Knight,
this isn't just a one-off that happened to be successful
I mean it launched a whole franchise like it is it is a little franchise at this point
But it came from devs who had like no
Name in the game. They had no value. They were just
Straight out of the block. They showed people what they had
They had a game that really fed to the nostalgia of people who really enjoyed Mega Man, people who enjoyed that DuckTales game,
and apparently people who really enjoyed Legend of Zelda 2,
I guess.
Yep.
And it looks like it came out in, what, 2014?
I'm seeing some of that.
I mean, that is like a sweet spot.
Timing means so much in the world,
and that is just the right time to be able to use the internet
and utilize that for the funding
and then hit a niche like timeline perspective
from people who played these older style games
and then they're kind of revamping it.
So it is really cool that this all worked out
just like ridiculously well for them.
I mean, it worked out to the point
where they have like three other games, tons of DLC
and their character became an icon of the indie scene itself.
Shovel Knight was the first indie character
to appear in Super Smash Brothers.
Really? Okay.
Yeah, as a trophy.
He's one of the assist trophies you can spawn in
to help you fight.
Oh, okay.
Very first indie character to appear in Smash,
which is crazy.
That's wild, yeah, that's a big game.
Yeah, when you're saying iconic, I that's that's like not just a metaphor
I mean like people buy merch with shovel night people buy merch with that people pay for him to cameo in their games
Like it's big shovel night fought Kratos. He fought the Battletoads
Battletoads
I knew that one was get you to you know, I just knew you two played Battletoads. I miss the Battletoads. I knew that one was get you two. I just knew you two played Battletoads.
Battletoads were old.
Battletoads were old, dragon.
Yeah.
They launched a campaign March 2013,
only asking for $75,000.
Wow.
Yeah.
They brought forth everything they could to show
at that time and everything they had, they had,
that was it.
They had a playable demo, they had a preview and they had some art and music to show at that time and everything they had they had that was it they had a playable demo
They had a preview and they had some art and music to look at and that was enough
How big was the dev team on that one? I
Believe it's just two people at that time really a lot two people from way forward
They were the main two they were the main two minds on this
They ended up raising three hundred11,000 for Shovel Knight.
They unlocked stretch goal after stretch goal.
That's how we ended up with DLCs for Shovel Knight that went later into the
years of the main games launch and ended up being free for anyone who had not
only backed the game, but purchased the base game.
Oh, okay.
And every time a new DLC came out, they added $5 to the game, which fair, I guess.
And so now when they do something like this,
and then they've released the game
that's been funded and everything,
does that typically stop?
Or you can keep your Kickstarter up
and people can keep funding extra?
Kickstarters are limited time.
So once that deadline hits, that's kind of like the cutoff.
You've hit your deadline.
That's it.
Okay.
You could, I think you can open it up for more donations at least once, but I
don't know if that feature was implemented yet this early on, but the, the
games Kickstarter launched in 2013, the game delivered in 2014.
So a year later, a year later. later that's it that's all it took
unheard of unheard of these days yep small and nimble and but it was polished
it was fun it was everything they promised since then it sold millions of
copies spawned tons of DLC and spin-offs he's appeared in every you know other
indie game there is and of course we get get the spin off of being to the holower, which raised
over a million dollars in Kickstarter.
Crazy.
I don't know what they spend it on, but, uh, I was never going to go away.
So I'm sorry.
I know.
I know I'm never getting away from that one and neither is yacht club games.
I guess so.
Rightfully so.
They're going down with me at least.
I'll say that.
There you go.
So what do you think?
What do you think their Kickstarter was successful since they had no poll,
no like big name, a good game.
It's really, it's really tough.
Uh, ACE, because I've seen lots of really cool novel projects that just have
Sunk for reasons. I can't
ascertain there is just something about
Fame in general
Where something hits and resonates in the zeitgeist that's really really hard to put your finger on man. I mean like
Talent doesn't necessarily have anything to do with it.
Graphics doesn't necessarily have anything to do with it.
It's almost a cliche how many amazing, talented musicians there are out there that will never
see the light of day or wonderful movies or writers or whatever.
There's just some things that happen to, you know, it's like lightning in a bottle.
It just happens to be right time, right place
and takes off.
And, you know, thankfully this is a good example
of something that was a good game.
Yeah, yeah.
But it happens to a lot of crap too.
You're not wrong.
Yeah.
One thing that really helped them take off, I'll just say is, uh, they
handed out their demo to YouTubers back then, and you know, like 2013, 2014,
that was when the let's play was huge.
So they knew exactly where to take that to get, get it advertised and get it out there.
Now looking away from the success that can come from Kickstarter,
it is a double edged sword to say the least. Have either of you heard of the
infamous game, Mighty Number Nine?
I'm going to be honest, I haven't.
Nope, I bet you're going to tell us Ace.
Oh, you are going to hear it.
This was a Kickstarter started by, uh, father of modern
megaman, Keiji Inafuna of all people, which I know that name
means nothing except for father of modern megaman, because
that's all I've told you. But it raised $4 million in its
Kickstarter. Whoa. Yes. That's a lot of money. That is a ton of
money. And what a ton of money.
And what what what year was this? I guess this was 2013 as well.
So that's it's even more money than is like I was just looking up
because I was talking with somebody about, you know, Josh recently
just played Last of Us.
Their whole budget for Last of Us, part one was 10 million.
So for this game, wow, this game to come up with four.
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Sign up now at dazon.com slash FIFA. That's D-A-Z-N dot com slash fifa that's d a z n dot com slash fifa yeah and uh i think like over
40 of that budget went to this one promise i'm gonna give you right now okay they promised this
game on 10 different systems what are we talking about like the major consoles, PC, Mac, and like mobile or something or what?
Including, no, we're talking major consoles, PC,
and then the handhelds, but also generations before.
So not only like PlayStation 4, PS3,
not only Xbox One, Xbox 360.
You still got your Atari?
Not only we, but we you.
Busted out, yeah.
It's like.
Oh my gosh.
The issue with doing it like that is
you really need to develop the game first
before you decide you're gonna port it
to 10 different things.
Oh my gosh.
This was doomed from the start, I say.
This was a nightmare.
Like this game is infamously what people look at
when they wanna say, oh, don't do Kickstarter kickstarters terrible.
You'll end up with, you know, promising to a buggy game that never launches.
It looks like crap plays like crap.
And you know what, if they were talking about this game, they're right.
Because this game launched and it was buggy as all get out.
So with, with something like this, um, you know, obviously people have to somewhat know what they're putting their money towards.
How were they able to develop whatever they did after getting 4 million?
How were people still funding this?
Did they just kind of take the short route for the rest of it and made a good demo?
Or how did that work?
They never made a demo.
They never even made a demo?
So I was was gonna ask,
was this like mainly based on, you know,
name recognition and like this?
It's 100% people had trust in Keiji Inafuna
because he had such a big hand in bringing Mega Man
over to the Western world.
And he kind of, and he will 100% own this.
I am not spitting on his name right now.
He will 100% take the blame for this game.
Every fault of this game he says is his fault.
Yeah.
They had terrible communication with their backers.
They did not give them updates often enough.
And they promised physical rewards that they
thought they would be able to ship out based on
the sales of the game when the game launched.
So those physical rewards didn't show up till a year later. that they thought they would be able to ship out based on the sales of the game when the game launched.
So those fiscal rewards didn't show up till a year later.
So I told you this Kickstarter came out in September 2013. When do you think the game launched?
2017.
You're close.
18.
16. 16.
Yeah, I win.
You went over prices right prices right
this game so harshly eroded trust in indie devs and backers on kickstarter you could just see like
the plummet in people who are willing to support games like this and you know what the crazy thing
is they had the audacity to ask for more money for DLC and voice acting.
Oh, that's yeah.
After gathering four million dollars from people.
That's just crazy to me that I mean they got that's that's a heck of a lot of money and
to not have had a playable demo or anything like that.
It's yeah man to get that much just off name recognition alone is, uh, is pretty wild. And then to put out what they put out.
Jeez.
And so did they, did they come back like with updates and finally
fix that for people or is it still?
No, no.
Oh, the PS Vita and three DS versions never came out.
Oh, really?
Yep.
Why would you promise to put them on everything?
That's since you're over, you're over, I guess, over promising,
and then that breeds great failure.
Yeah, I'm sure at some point somebody thought,
wow, this is a really good idea.
This shouldn't take a lot of effort.
We're going to make this the most accessible game ever made.
I think there's a lot of good, like,
had too many beers on a Friday night ideas that that don't actually
work in reality like like clay mating your whole video game and then digitizing
start for four million dollars no no no but I mean it's the same sort of general
thing is that somebody had somebody had an idea and it just didn't pan out you
know I think Mega Man's awesome, you know what I mean?
Mega Man is awesome and nobody can ever take
that away from him.
But not every idea works out, man.
One of my favorite horror movies of all time
is this movie called Hereditary.
Love it, great, just excellently crafted horror movie.
And then he made this movie bow is afraid
And it is the biggest piece of trash I've ever seen
People people goof up man. There's a reason that there's erasers on pencils
Everybody goofs up and some goof ups are more expensive than others
Yeah, you know I can at least say I'm glad he owned it.
That this was his fault.
That he is the reason people promised money to this, that people lost money,
that he lost money.
What, what would you say would, uh, would have saved it?
Like, do you think if it was just more development or do you think of that kind of the whole idea of the premise of it wasn't very good or.
I think it needed more time in the oven for sure
because they were promising on stretch goals
they never hit.
They promised an online mode for Mega Man,
online multiplayer for a Mega Man game.
I could see it.
I could see it, but not from first timers
who'd never done it before.
Yeah.
Who had no experience with programming that kind of stuff.
Yeah. Yeah.
And they were also trying to program a game
for 10 consoles.
Oh, gosh.
So they weren't just making one version, importing it to each console.
They were making 10 different versions.
Yeah. Why?
That's why 40% of that $4 million was just gone.
Yeah.
No, it's just a money siphon.
It was a money pit just gone.
So now if you hear the words Mighty No number nine, uh, run for your life.
If someone says that's their favorite game, terrible title anyway.
Yeah.
He thought that was going to be, you know, like the next big thing here
over here though.
All right.
So I've given you examples of incredibly successful kickstarters and massive
failures.
We're gonna go over some of the campaigns I've backed.
Nice. This year alone even.
I'm excited to hear those actually.
All right, that's good.
I'm sad you weren't excited before.
But.
Well, you mentioned, when you mentioned Me to the Hollow,
my just, you know.
Oh yeah, your brain turns off for a little bit.
You run, it's self preservation, man.
I will say, does anyone wanna take a lucky guess
at what genre all of these games are?
Metroidvania!
Metroidvania!
Hey!
Yes, they are all Metroidvania.
John, let's make a game and get Ace Tobacco's.
Dude.
And then say, ah!
the game and get ace tobaccos.
Dude.
And then say that.
Oh, the first one is a game called Crowsworn.
It has a very beautiful 2d art style, very akin to Hollow Knight, but a little darker, but it follows this more bloodborne aesthetic with its Gothic
vibes and the creepy plague doctor masks.
And, uh, you have a gun instead of a sword, so you know.
Oh, there you go, that's all you need.
And has this been released already?
That was what I was getting to.
Oh.
Yeah.
This game was supposed to have coming out
like two years ago.
Oh no.
I backed Crow Sworn, not at the highest tier, mind you.
Crow Sworn was a game that was, it was Canadian,
so it was already more expensive, I think,
for us to back it, period, just because of conversion.
I backed it to the point where I could just get
a physical copy of the game.
I think I did $70, 70 or $80 into this game.
This game ended up raising about $126 million.
Wow. Wait, million. Wow.
Wait, what?
Wow.
That's incredible.
Wow.
Yeah.
Sworn.
I never even heard of this.
How did they close?
What?
Yeah, everybody's googling. Everybody's like, that's like big budget, big budget movie money.
It's all hand drawn. It's all beautiful and stunning. And I've actually played some of it because I'm a backer.
Okay, I get access to a exclusive demo and I get to check out the dev logs and the stream logs.
It's a very strong engagement, which is what you're looking for when you're doing
these backings is that you're going to get
feedback that they're going to be like, oh
yeah, you know, we're still working on it.
Yeah.
Not that they're going to be like, yeah,
yeah, the money over here.
Yeah.
Get it.
Get it.
Go put it in the bank.
No, this, this looks, I mean, I really see the,
the Hollow Knight look, but you could see the
Hollow Knight inspiration for certain, especially with the light bugs and stuff. But no man. I'm still blown away by that number. That is I
Mean is there is that like super rare for for these Kickstarter games to develop?
Kickstarter's do not hit goals like that these days. Now that is that is a that is a rare rare
I don't know how I never heard of this game
This is wild for it to have that big of a back and you think there would be more kind of I know
I guess I'm not in the Indies fear as much you know as you or anything like that, but dang
Yeah, so this that's really interesting to me
Because really interesting to me. Because it looks like a very,
this looks like a game that I would be jazzed to play on.
Oh, for sure.
Aesthetically, yeah.
This tickles my fancy.
Does it get your goth kid happy again?
Oh yeah, absolutely, absolutely.
This is the sad little emo John all over.
But it doesn't look like a $126 million game. I'll tell you that.
When I think of it was released by a private company privately, it's a non-publicly traded
company, but Expedition 33, there's estimates that it was made in the 20 to 30 million dollar range.
And we're talking like Charlie Cox was in it like so what could they possibly have done with that?
126 million dollars and
What I think got a legendary composer from Mega Man for one of them. Okay, a video game composer ain't making
No, no, so what that was that that was see
Okay, but DLC should be cheap more economical than the core game. I'm just saying I
Yeah, that's I can say I can only say so much based off what I get from the dev logs because I'm not there's certain
Things I'm under NDA. I can't say but I will say of the game. It started here
It is over here now. What higher scope of the game has been raised and changed.
What is the most expansive Metroidvania game
you could possibly think of?
Most expansive?
Yes. The highest production value Metroidvania.
It's gotta be Hollow Knight. Hollow Knight is massive.
Yeah, I would say either Hollow Knight
or maybe the new Prince of Persia or something. Yeah, I would say I would say either hollow knight or
Maybe the new Prince of Persia or something
Yeah, but When I'm looking at Prince of Persia, I couldn't imagine and that's an Ubisoft game to buddy
I couldn't imagine a hundred twenty million dollars going into that game that looks that feels like a
Max twenty million dollar game and so I I don't know how this works in Kickstarter is going into that game. That looks, that feels like a max $20 million game.
And so I, I don't know how this works in Kickstarter.
Like if somebody way overshoots their goal, like
did they just, is that profit at that point or
like, you know, like what do they do with that
money?
Yeah, that'd be weird.
Because now-
$1,026, that's a lot.
Wait, 1 million?
That's what I said, 1,026.
$126 million or- No, dollars or no no no no no oh
1 million 260 thousand yes. Yes. Yes. Oh, okay now. I get it. I thought you were saying
126 million dollars I say that I don't know yeah
126 million dollar game even look like
Call of Duty would be a hundred million dollar
Million dog game, but yeah, okay 1.26 million where we're back on board, baby. I'm all about it that makes sense
Okay, that makes a lot more sense. Well, I can't read numbers
Number dyslexic whatever that's called. I know it has a name. It's all right, Ryan can't work on the mute button.
So I learned, yeah, I know, right?
Dang it.
I did look up to, Hollow Knight was 57,000,
around 40, that's-
Really?
From their currency, around 42,000 USD.
Yeah, so I'm trying to convert one of the currencies now
and it's being a real pain in the butt.
But I mean, that's, okay, that's much more reasonable.
I was like, 120, I was like, what?
No.
Yeah, no, that's okay.
But it does, I mean, the game looks,
it does look good.
It's a good looking game
and that's much more feasible now for a million bucks.
Even Dr. Evil would do it.
Yeah, even Dr. Evil would do it.
Whoops, my bad.
No, no, no, no, it's fine.
I can't read apparently. The Whoops. My bad. No, no, no, no.
I can't read apparently.
The other game we're looking at, we've actually talked about this game, is Marriottchee Legends.
The one where you are the, it has the, you know, the very Spanish Mexican inspired visuals
where you play as the detective during the day solving a crimes and murders and things
like that.
And then you play as the vigilante, La Sombra, during the night,
where you're hunting down these gang members
and these evil organizations
as the right-hand man to the lady death.
It is a beautifully animated pixel art game.
It looks dope, dude.
It looks really, really cool.
Yes, it does.
Yes, it does.
It is beautiful.
And I get very frequent updates from this one.
This one gives me updates like every month.
Every month I get an update and they're like,
hey, we're working on it.
We lost our publisher.
We're looking for a new publisher.
It's like, oh, that's great.
They were working on it.
We're gonna have a playable demo by this day.
It was like September.
Oh my gosh.
Now, do you find with kickstarters in any games
like you're backing that when you get a lot of communication, does that give you more of a comfort on the progress of the game? Yeah
I don't know if you've ever commissioned artwork
But when you're getting constant reaffirmations from the artists that they are, you know in stages of what they're doing
You feel a lot more confident that they're not taking the bag and running away. Yeah, exactly
No, that's I mean that's in with everything,
communication is huge.
You know, if things are gonna go wrong,
you're gonna be late or whatever,
just talking to somebody makes it 10 times better
than otherwise.
Yep, even if communication cannot solve every problem,
it can at least solve every problem.
Yep.
Yeah. Love it.
Yep. Yeah. Love it. Yep. This one made 11.7 million
in Mexican U. Oh, okay. I don't know what that is in Spanish, in ours, but it was a like 7,200.
It was about 1,230% over its goal. Oh, wow. So they made quite a bit. I wanted to back it,
but like I first,
I thought it was gonna be like,
Mariachi Legends, like you were just
a legendary Mariachi member.
And I could just like play the guitar.
Bro, I begged y'all to back this game
for like months.
I kept posting the link and be like,
look at this, look at this,
look at this, look at this.
And you're like, no.
Yeah, but you're not a Mariachi member.
It lied to me.
What did you say, 11 million pesos?
Yeah, yeah, yeah.
Okay, like a hundred, half a million. It's about half a mill
Yeah, all right. That's not bad. It's not bad at all
Finally we're gonna look at a another one called layers deep. This is a game that has a very
Very over-the-garden wall if you've ever seen that show slash movies aesthetic
Okay, very ever seen that show slash movies aesthetic. Oh, okay. Yeah.
I know it's very fun.
Goal.
It is very sepia toned and it is very onion based.
And I wanted to talk about this one because it's my most recent one.
This is the dev that you would be the most cautious with when looking at
Kickstarter, cause he's never done anything.
So you are a hundred percent putting your faith in the fact that you believe in this
person, that they're going to carry out what they
said they're going to do. But yeah, I got the
stuff for this one today. So, oh, look at that.
So it's proof that they do in fact have stuff,
fill their goals. It's real. I'm wearing it. I'm
holding it. It's real. Look at him
That's pretty cool. Yeah, it looks like my guy on peak. Yeah
Lemon-grab look I Got to say to you
Is that I love that you are so enthusiastic about these projects that you put your money where your mouth is man
I mean you're very clearly a genuine fan genuine gamer gamer, man. I so much respect for you.
I wish I had more I could give him,
but, you know, like, every time I get a little bit extra,
if I could put it aside and give it to him,
I will.
Soon, someday.
Yeah.
It has a clear direction.
It has a very enthusiastic dev.
Like, you know, Devon, he's very, you know, into his game.
He's very in tune with his game.
He loves his game, even if he's not gonna say that to us.
Yeah, yeah.
Yeah.
This guy, his name is Josh.
He, I'm in his Discord.
He is super into this game.
This game is his life.
And getting to be like part of that
is something really special.
Cause now you are, as my shirt says, I am a developer.
There you go. I am part of the game. I'm part of the process. The cons with things like this is, you are, as my shirt says, I am a developer. There you go.
I am part of the game.
I'm part of the process.
The cons with things like this is, you know, he has a very small team.
You don't know the timeline, the deadlines, things like that.
And the scope of the game was very small. So, you know, it's hard to get attention in a world like this with so many games.
Yeah, definitely.
Do you find that, um, it, it does offer you that sense of belonging when you're
backing these games? Then all the backers all feel the same way as you. Everybody's excited about it.
Oh yeah, you feel like you've joined a community.
A community type environment.
Of people who are just like you. People who wanted to contribute to a game. It feels good. It feels great.
I'm sure. Yeah, that's neat.
They did manage to raise just under
$50,000 for their game so oh yeah for first time dev You know there's it's high risk with your money that met goal the goal was like only 35k so exactly matter
It's a high-risk sort of
gamble, but also
low
Low barrier of entry yeah, I mean at all these we were talking about when we went to the Game Expo, John, me, you, and Josh,
and then also even at Fan Fusion,
you see these developers there with their own little game
that they've poured their heart and soul into,
and so it's just cool that people can help
be a part of that and help, you know,
there's so many that aren't gonna be recognized,
and I'm sure this helps give them every chance they can.
Well, we're running out of time fellas.
So we're going to have to close it out, but long story short, Kickstarter
is a bit volatile, but if you find the right devs that you in your heart, you
know, you feel like you can trust them, go for it, throw them some money.
Even if you don't throw enough to get the product, throw like a few bucks at
them, something just to encourage them to keep going.
And maybe they'll hit their goal.
And that'd be great,
just cause maybe you threw that five bucks in there
and that passed over the line.
Ace, one question before we go,
what is the most recent giant Kickstarter success
that you can think of?
Most recent giant success?
Honestly, in recent years, the big gamers are
the big games that have been successful.
Haven't used Kickstarter.
They just independently fund themselves.
They independently fund or they go find, you know,
external funding.
Like, uh, I will say, you know, divinity, original
sin too, it was, it was a Kickstarter game.
Oh, really?
Yeah.
So Larry and did kickstarters. That's a big game. That's a big one. Yeah, that is. Hollow Knight was a Kickstarter game. Oh really? Yeah, so Larry and Dave Kickstarters. That's a big game.
That's a big one.
Yeah, that is a big one.
Hollow Knight was a Kickstarter game.
Hollow Knight, big.
I mean, it's been a while, but still, big.
It's been a very long time.
I'll take it.
Big app.
Ryan, you want to tell people
how they can support the show and help us out?
Absolutely.
Well, you know, we love what we do,
and more importantly,
we love all of you listening
and watching.
If you want to join us and hang out with us, please come on over to our Discord.
Our link is in our episode descriptions, in our bios, all those things.
If you see that when you're looking and you see that little plus button, please hit that,
all the follows and all that goes a long way to help us out as well.
And then there's also some links in there.
If you want to join our Patreon and be part of that,
we have a lot of awesome new perks we started offering.
We kind of revamped the system.
So there's more value for you.
Please do that as well.
It really does help us out.
We, again, it's basically our Kickstarter to keep us going.
So anything you can do, we love it and we appreciate it.
Thank you, Ryan.
I think that was perfect.
It is our Kickstarter to keep us going.
It is.
But until next time, happy gaming.
See ya. Toodle-oo.
