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I can say that they're not really "games," but they can still have value.
You guys are missing the point. This is a big deal not because of the game itself, but it shows that major development studios can fund niche games without the need for major publishers. Additionally, you can probably fund them for significantly less without the need for super expensive, and probably not very effective, marketing schemes such as "game dev interviews which are actually just commercials created by the publishers". I'd like to see this model expand more. I know places like Muse are already ahead of the curve, but wide scale adoption of this model could really work.
I'm waiting for the Psychonauts 2 kickstarter.
$1,347,067 with 32 days to go.
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Portlandia sketchFuck, I laughed at this earlier, but I just saw some kid from my school post the most ill-conceived Kickstarter to get the boring[if his previous efforts are any indication] music from his lazy[only a 6 song EP instead of a full album] senior recording project get pressed on vinyl via the support of his cash-strapped classmates and I raged.
May or may not include kombucha, raw milk
I'm probably going to be doing a Kickstarter soon for an iOS game I'm making, and so I was wondering what sorts of rewards people would like to see? I'm currently thinking of having as rewards: desktop wallpapers (for you computer or phone,) stickers (a set of two or three,) t-shirts (at least one, maybe two, which will be exclusive to backers,) and of course a copy of the game (which will probably be the $1 reward since it'll be $1 on the app store.)