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Screenshot Survival 20XX
Screenshot Survival 20XX
I don't recall Pizza, Red Nova or Sooz commenting on the game though.
@CCat: The poop was already done before you suggested it. I'll only have poop as a playable character if I can call it Cashmere Cat :D.
@CCat: The poop was already done before you suggested it. I'll only have poop as a playable character if I can call it Cashmere Cat :D.
Screenshot Survival 20XX
@Sated: True dat. Will fix.
Before I forget, I've started to implement cameos for people who support/have supported me with the game by providing input or other feedback:
This is normally a KickStarter reward but it's my humble way of showing my appreciation.
Before I forget, I've started to implement cameos for people who support/have supported me with the game by providing input or other feedback:

This is normally a KickStarter reward but it's my humble way of showing my appreciation.
Screenshot Survival 20XX
Wow, that's a lot of ideas, great!
The thing is, I want each screen to look very different from one another and I already have water and poop floating:
I guess sewer without water isn't possible however.
The thing is, I want each screen to look very different from one another and I already have water and poop floating:

I guess sewer without water isn't possible however.
[RMXP] First time spriting.
The problem with your sprite is the readability due to lack of contrast.
You also have... 383 colors in there. I don't know how that happened.
I did an edit of your character. I reduced the colors to about a dozen by my estimate and used a black outline. A black outline is pretty useful because your character will also stand out regardless of the background it stands on.
I toyed around the shape of her face to make her look more feminine. I also changed the disposition of her arms to make her less robot looking (might have overdone it here). Still not happy with the hair but this should give you some ideas anyway:

You also have... 383 colors in there. I don't know how that happened.
I did an edit of your character. I reduced the colors to about a dozen by my estimate and used a black outline. A black outline is pretty useful because your character will also stand out regardless of the background it stands on.
I toyed around the shape of her face to make her look more feminine. I also changed the disposition of her arms to make her less robot looking (might have overdone it here). Still not happy with the hair but this should give you some ideas anyway:

Screenshot Survival 20XX
[Marketing?] The Greatest Gift of them All!
If you have some really nice art, having a poster could be nice. As would providing a physical copy of the game with cover art and what-not. I personally wouldn't care about any of the other awards you listed, as in my mind it's just more junk that I'd have to get rid of some day. But maybe that's just me.
No, it's not just you. I feel the same way actually. That's why I created the thread, I wasn't happy with the rewards I had in mind. I like the idea of a physical copy though. Maybe for the 50$ tier. This would include early access, soundtrack and the physical copy of the game. Or maybe that's too much. This is just so hard for me to determine.
You might consider a "custom" game tier as an award. So one option would be creating your own item that would appear in only your version of the game. One advantage of this is that you could allow the creator to go wild. The other is that you could open up the tier to more people. And it could be fun to have a unique version of a game. You could do the same thing with monsters or skills. Just a thought.
See, I would think that the fun aspect of creating something about the game, an item for example, is for other people to see it too. I wouldn't find it fun to create an item just for me. But if you bring it up it means it might appeal to some people. But the custom aspect is appealing to me.
Maybe I could create an ability available only to certain backers? Sort of like special equipment you get when you pre-order a game?
@Mirak: It would depend how much I would have to invest for this figurine considering I've already invested quite a bit just buying the website (well a lot for me anyway).
[Marketing?] The Greatest Gift of them All!
Rewards Brainstorming
So I would say I'm about 75% done with the KickStarter presentation which is taking most of my free time right now. Writing the descriptions, making the art, organizing everything and other related management tasks.
I would say my last stumbling block concerns the rewards and I'll tell you why.
Here's what I have so far (the following is in Canadian Dollars, not US). Each of the tier include the previous tiers:
1$: Thank you.
10$: Full game when completed
15$: Early Access
25$: Digital Soundtrack + name in the credits.
100$: Portrait in-game (limited)
150$: Design a foe (limited)
200$: Design an ability (limited)
So as you can see the issue here is the wide gap between the 25$ tier and the 100$ one. Also, none of the tiers identified here have any "physical" rewards. 1,500$ out of 25,000$ (so that's about 6% of the total amount) is meant to be invested for physical rewards (in order to cover shipping and the actual reward).
Now of course I'd like to have rewards which are game-related and the least generic as possible.
From my humble understanding of things rewards can make or break a campaign. This is definitely unknown territory for me so I'm looking for different opinions and insights. From my personal experience, you always end up with a better result when you pool the ideas of people as opposed to limiting yourself to your own opinions and beliefs.
I've some idea but I feel "meh" about them:
#1: T-shirts? With so many t-shirts do people really care about that?
#2: Posters. Not very original.
#3: Icon to represent the backer in-game (sort of overlaps with the portrait).
#4: Toaster X plushy: Is there enough attachment/popularity about the character to make this a viable choice.
#5: Japanese/English dictionary. Don't know if I could get a deal if I buy a big amount?
So I don't have any ideas at the moment, I mean none I feel super excited about.
So there you go, I thought we'd brainstorm together.
Thanks for reading!
Game Design: Progress Skill Tree.
Why don't you just put in filler skills instead of locks, and then give people skill points instead of keys like most games do? Or you could even have skills cost differing amount of skill points. Either option is functionally the same as what you're doing, but removes the lock-->skill-->lock problem you have currently.
Yes, I suppose you're right. The reason why I did that was to make every upgrade really "worth" it and avoid less interesting upgrades.
But yeah, you're on to something here I believe.
Game Design: Progress Skill Tree.
Basically, I'm stumped. I'm working on my project tree and I want to make it interesting. The problem I have right now is that it's repetitive and not very compelling since it always follow the same pattern: ability-lock-ability-lock etc...
I'd like to make it interesting. I'm interested in brainstorming with y'all to make this better. Final Fantasy IX grid comes to mind as good design, both visually and gameplay wise.
The dark toast in the middle is the starting point so to speak. The basic idea is that you get keys for every level. You can then use those keys to unlock blocks. I like the basic concept but I want to make it more interesting but I'm drawing a blank here to be honest.
I'd like to make it interesting. I'm interested in brainstorming with y'all to make this better. Final Fantasy IX grid comes to mind as good design, both visually and gameplay wise.

The dark toast in the middle is the starting point so to speak. The basic idea is that you get keys for every level. You can then use those keys to unlock blocks. I like the basic concept but I want to make it more interesting but I'm drawing a blank here to be honest.


















