Of course start with Koa, then go through the seven Grandmasters, along with their particular styles.
The creative strategy for
Prepared September 11rd, 2023
You’ve got amazing art, strong character design, and a compelling story. The largest gap at present is the gameplay, though you may not need to re-invent the wheel there. There’s the heart of a unique charge system, but it should come from and be driven by Koa himself: his philosophy of fighting, overconfidence, anger, taunting, weaving, and an overwhelming right-handed punch.
We believe that a Kickstarter is both the best way to get the bulk of your funding, outside of a publisher. To obtain either, you’ll need a demo.
At this stage you want to as much as possible, ‘sell’ that is showcase, a ‘complete’ product. It should look as ‘done’ as possible, even though the full development has yet to begin. That means gameplay and a trailer, as well as story and characters.
How can Punch-Fu!! express the theme of living a balanced life?
How can we best capitalize on every phase of development? (i.e. development logs, musical cross-promotion, etc.)
Anything else you want to add?
GAME MECHANICS
Punch-Fu!! is an all-out, full-throttle, white-knuckle, pedal-to-the-metal brawler video game with an art style all its own.
You know the whys of your project, but we want to restate them here, so you know that we know the heart of your project: Punch-Fu!! We want this game to be a statement piece. It should make it clear that GUMBO is a force to be contended with in this space, if not all media. We want to Punch the whole gaming industry in the face, with the indie game of the year.
We want the experience of the game to cause people to want to live balanced lives. We want people to finish the game, pick up the phone, and call their mom.
If you feel we’ve missed the mark here, please let us know A.S.A.P.
This is important and we want to get it right!
We’ve identified 4 specific goals for Punch-Fu!! at this time. Keep these in mind as you develop, return to them when you need to be reoriented.
Look at other successful games/campaigns. Find out where your audience is and have something to show/share. Use social media but don’t neglect traditional and brick & mortar.
Start by listing out the people or roles that could possibly fit in with the project. Add this to the game design document.
See if you can restart the kickstarter, or copy the to a new. As you add content (art, demo, et al) add them to the Kickstarter. Discover where private funding can be accessed, and which publishers might align with this game.
Just get it out there. Just start. Refine the process as you go. Find ways to capture everything, at the end of the week spend the normal Punch-Fu!! time collecting it for sharing.
Create checkpoints with deadlines: Story, character designs, environments, animations, MVP/vertical slice, trailer, demo, release, updates.
Of course start with Koa, then go through the seven Grandmasters, along with their particular styles.
Environments are meant to look photo-real, but without the heavy computing power necessary: almost like Google street view captured. Are there Unreal assets like this?
At least the idle animation will be full color. The full list of required animations is in the GDD.
Take what you learned from doing the Koa animations and apply them here. Learn from the references as well: River City Girls 2, 3rd Strike, et al.
Take what you learned from doing the Koa animations and apply them here. Learn from the references as well: River City Girls 2, 3rd Strike, et al.
Sound effects, foley, voiceover, et al.
Composition, recording, production, mixing, mastering, et al.
Start creating a list: Graham fasho, Melville, Liam, etc.
Hallelujah!
Sound effects, foley, voiceover, et al.
Launching on Steam, Nintendo Switch, PSN. and XBA.
This is to directly contribute to the 1st goal. We need to cultivate an audience, and we need to develop the game. The purpose of the development logs is to use the process to grow the audience. It has to be made a habit to capture everything you do. Some will be automatic like ProCreate’s timelapse feature, while things like writing will need to be captured in a different way. Here’s what we recommend:
Keep the main content from the previous Kickstarter, but include/update the following:
Consider new and different rewards. Reference other successful Kickstarters and what they did. (This would be something our expert(s) would provide direction on).
Get feedback from Mosaic on all the Kickstarter copy.
Look at other successful games/campaigns. Find out where your audience is and have something to show/share. Use social media but don’t neglect traditional and brick & mortar.
Start by listing out the people or roles that could possibly fit in with the project. Add this to the game design document.
See if you can restart the kickstarter, or copy the to a new. As you add content (art, demo, et al) add them to the Kickstarter. Discover where private funding can be accessed, and which publishers might align with this game.
Just get it out there. Just start. Refine the process as you go. Find ways to capture everything, at the end of the week spend the normal Punch-Fu!! time collecting it for sharing.
Create checkpoints with deadlines: Story, character designs, environments, animations, MVP/vertical slice, trailer, demo, release, updates.