Fist Puncher Kickstarter Alpha Released

2012 has been fucking insane. I consider myself an articulate fellow, but I can’t really think of any other way to put it more elegantly or succinctly. Where do I start? Earlier this year Jake and I appeared on this IGN reality show called The Next Game Boss. Our main goal was to make some new friends and use the show as a tool to promote Fist Puncher, our retro-styled, local co-op brawler for Xbox and PC. But, hell, somehow we actually won the show with a game about a dog wearing a wig, and suddenly we had a lot of buzz and press surrounding our tiny, 2-man studio set in the mountains of Santa Cruz. So we took Fist Puncher to GDC where we demoed with GameSpy and all of these other kickass indie games from IGN’s Indie Open House program (Overgrowth, A Virus Named TOM, Super Comboman, and like 50 games from uber-prolific Cryptic Sea). The same week, the final episode of The Next Game Boss aired. The ball was rolling. We decided to dive into the world of crowdfunding, set up a Kickstarter campaign, and see if we could springboard off of our Game Boss success and get some funding for our throwback brawler Fist Puncher.

So we spent the good part of a month making ridiculous videos, sending out press releases, and doing everything in our power to reach our funding goal. And I’ll be damned, we reached our funding goal. That was 5 months ago. Since then my life has been tossed around, turned inside out, and then, just for good measure, shaken and stirred. I’ll spare everyone the gory details and just summarize the highlights. I was planning to marry my partner later this year, but instead she walked out on me. Yeah, that sucked. In a fit of screw-you-world retaliation I pulled an Office Space and walked out on my job of almost 10 years (two can play that game). I moved out of my place (and in the process rented it to heroin addicts that had to be evicted). I won’t lie – at times I’ve felt totally underwater and completely lost this year. Everything I had 6 months ago is 100% gone: relationship, job, home. All I’ve had left to cling to was this whole I’m-now-an-indie-videogame-developer thing. And for much of this process it’s been the only thing keeping me afloat.

So what about that game Fist Puncher? We MADE that game. Yup, we spent the greater part of half a year building the game that fans from all over the world so generously backed (2 games actually – we also spent about a month polishing and completing Washington’s Wig). When you’re developing a game 7 days a week you start to lose the ability to see the big picture. Am I getting anything done? Are we making any progress? I’ve had a few days now to step back from the development process and survey the end result of our crowdfunded work (some of this self-imposed as I attended IndieCade, some of this externally imposed as I had to deal with the whole heroin addict thing from above). To be blunt, I’m pretty happy. The game is by no means done yet (that’s why we’re calling it an Alpha) – we plan on spending the rest of the year fixing glitches, adding some more levels, cleaning up some of the rough edges, balancing the player progression, and getting feedback from our Kickstarter backers about how we can improve Fist Puncher. Nonetheless, we now have a game that boasts 14 playable characters, over 40 levels (including many new level concepts like a timed subway gas attack and a sidescrolling bike chase), a full level up and perk system, 99 unlockable card achievements, fully revamped bosses (fear Psycho Hans), a new map and level organization system, completely redone sound design and controller vibration feedback, collectible items, game statistics, Kickstarter enemies and NPCs, new in-game signage, and tons more. We’ve played the hell out of the game, and we’re both confident that it’s a damn fun experience.

We’re planning on a wide release at the end of the year. For now, the Fist Puncher Kickstarter can be purchased on Desura.
Desura Digital Distribution

Moving forward, we also want to work on improving the distribution of Fist Puncher. Making a great game is only half the battle – without marketing and distribution, you’re dead in the water. For starters, we’ve put Fist Puncher up on Steam Greenlight. If you like Fist Puncher and would like to see it get a wide release on Steam, then give us an upvote. We will be working on other avenues for distribution in the upcoming months, so stay tuned.

Thanks again to everyone who helped us get this far. It’s been a crazy journey, and my life has been turned upside down this year. I’m not really sure what comes next, but at least I’ll always be able to say that my brother and I made the first fighting game with a nude beach level, the first fighting game where you can throw cows in a slaughterhouse battle, and the first fighting game where you can bring a gun or a Taser to a wrestling tournament to save an orphanage. Yup, something for my epithet.

Anyway, if you want to hear us ramble on for a bit or if you want to see our scruffy mugs one more time, check out the YouTube update video. And, again, THANK YOU! And to every person that sent us a positive message or gave us props at GDC, PAX or wherever, I’m telling you now from the bottom of my heart that it meant more to me than you can ever imagine.

-MattKain

PAX is this weekend!

We have more information about our upcoming appearance at PAX Prime. Kickstarter has officially announced details about the Kickstarter Arcade, a showcase of unique and creative Kickstarter campaigns. The Kickstarter Arcade will include Fist Puncher and some other amazing titles including Octodad 2, Organ Trail, Cards Against Humanity, and much, much more. For complete information on the Kickstarter Arcade, check out their blog post. The Kickstarter Arcade will be located in the Grand Hyatt (where the registration is). Check out the PAX Prime map for a complete overview of venues. Since our last major showing at PAX East, we’ve added quite a bit to Fist Puncher including more levels, more playable characters, new bosses, fully functional RPG features (level up, assign attribute points, purchase character perks), new cut scenes, and a much improved overhead map and level layout. If you’ve never played the game, if you want to see what we’ve added and improved over the last few months, or if you’re just aching to bash some pixel faces in, stop by the Kickstarter Arcade and play some Fist Puncher.

Fist Puncher at PAX Prime

PAX Prime is just around the corner in game-friendly Seattle. We’re excited to announce that we’ll be there demoing Fist Puncher as part of the Kickstarter Arcade. We’ll be joined by several other successful Kickstarter alums (more details later about who will be joining us) as we show off our projects and talk about our Kickstarter campaigns. Huge thanks to Kickstarter for selecting Fist Puncher for exhibition. Even bigger thanks go out to our many generous backers. The money we raised through Kickstarter will directly support the costs of attending one of the highest profile videogame shows of the year. None of this would be possible without our backers’ help! We’ll be spending the next few weeks getting a PAX build of Fist Puncher ready, and we’ll have more information about the Kickstarter Arcade in the upcoming days before the show. Seattle, we’ll see you soon.

Fist Puncher Level Poll #5

Fist Puncher level poll #5 is now up on Facebook. As per our stretch goals during our Kickstarter campaign, we’re letting the fans nominate and vote on 13 new levels that will be added to Fist Puncher. We’ve had 4 polls so far, but there’s still time to get in on the action and help decide what levels get added. Just skip over to Facebook and vote.

Fist Puncher Kickstarter Post-Mortem


Our Fist Puncher Kickstarter campaign wrapped up a little over a month ago. We aimed for a modest goal of $10K, and in the end fortune smiled upon us. We raised a tad over $23K. To say the least, our campaign was a grueling, marketing-intensive, month-long endeavor where we devoted a majority of our company time and resources to promoting and nurturing our Kickstarter fundraiser. We’re not sure if we’ll ever do another Kickstarter, but we certainly learned plenty about the process.

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WHAT WENT RIGHT
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1. Setting Up Our Campaign
The first thing we decided upon was how much money to ask for. We tried to aim low and settle on a figure that was modest, but one that would actually help us survive the upcoming months of game development. With one of our team quitting his day job, our plan was to use our KS funding as a surrogate salary. The more money we could raise, the longer we could survive as game developers before having to return to the salt mines. Realistically, $10K doesn’t go far (especially in Bay Area California). However, as un-established developers, we felt it was a fair amount to ask for. We also made sure to set a few very high incentive levels ($1K, $5K, $10K) in hopes of pulling in the elusive videogame philanthropist. This plan worked (in fact, we had more interest in the high incentive levels than we thought we would), and we were able to snag some very generous donors.

2. Pitch Video
Our pitch video was probably one of the strongest parts of our campaign. We tried to pour as much personality and humor into our video while maintaining a clear, concise description of our project (and making sure to have a requisite hot tub scene). Let’s face it, the pitch video is the meat and potatoes of a KS campaign. It’s the first thing people see when they click on your KS link, and in many cases the introductory 30 seconds of your pitch might be all someone watches before deciding they’d rather check out cat videos on Yahoo news. In other words, the pitch alone can make or break a campaign. Before shooting our video, we spent a fair amount of time watching other people’s pitch videos and trying to learn from what they did right and what they did wrong. It certainly helped that we storyboarded out our video and weren’t afraid to toss out segments that came out dry or tonally inconsistent. In the end, presenting an honest, fun portrayal of our development team and game vision was probably one of the keys to our success.
Pitch Video

3. Timing
We struck while the iron was hot – no doubt about it. We certainly benefitted from our lingering visibility from winning IGN’s The Next Game Boss and from showing Fist Puncher at GDC. It also didn’t hurt that we snuck in shortly after the Double Fine campaign – Kickstarter was generating buzz all across the worlds of print and digital media. Our campaign also overlapped with PAX East, and we were able to get space at the Kickstarter Arcade and appear as the Project of the Day during the PAX East show. Still, choosing the right time is very, very hard to predict. While we definitely had a strategy related to our Game Boss success, the overlap with PAX East was nothing more than a stroke of luck.

4. What We Showed
We’re not Double Fine. We knew that un-established developers such as ourselves would not succeed with a concept alone. As they say, the proof is in the pudding, and we presented tangible evidence that Fist Puncher was not only a rad idea, but a game that was already roughly 75-80% complete. Having something playable and fully demoable goes a long way in convincing potential backers that you’re not some fly-by-night operation.

5. Promotion
We planned an ambitious promotional assault involving press releases, podcasts, interviews, contests, YouTube videos, Facebook updates, tweets, and blog posts. The bulk of our promotion came through frequent YouTube videos (our original plan was 5 new videos a week). Our relentless marketing campaign helped build momentum in the early days and pull us through the brutal middle section when many campaigns are forgotten or ignored. We also made certain to do periodic, relevant updates on Kickstarter while making sure not to spam our backers with swarms of constant, confusing updates (which we’ve seen many campaigns do).

6. Communication With Backers
We made sure to respond quickly and frequently to any backers or potential backers. We also made update videos giving personal thank-yous and shout-outs to each backer throughout our campaign. We ended up having many backers who raised their pledges after receiving a thank-you or engaging in a pleasant exchange. A little gregariousness and politeness can go a long way.

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WHAT WENT WRONG
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1. The Brutal Middle
Our momentum slowed to a near halt during the middle couple weeks of our campaign. Although we had a clear marketing campaign that was intended to last the entirety of our KS run, we lost steam quickly after the first week. Our marketing campaign did enough to prevent us from hitting a complete brick wall, but we certainly could have done much, much better during the middle. At some point we realized that many of our updates were simply going to people who were already Fist Puncher backers and that we were not reaching a new audience. Definitely a problem when you’re trying to keep the ball rolling.

2. No In At The Big Sites
We did our entire campaign without any recognition from Joystiq, Kotaku, Rock, Paper, Shotgun, or any of the big gaming sites. We’re also not active members of communities like Reddit or NeoGAF. It would have helped immensely if we could have secured an interview, a quick write-up, or a thread on one of these sites, but we jumped into our campaign without laying the proper groundwork with any of them. With hundreds of KS videogame campaigns active at any given moment, we should have been more proactive (maybe even aggressive) in trying to get coverage from some of the bigger sites. You simply cannot expect the big guns to come knocking on your door because you’re trying to raise dough for a Peanut Butter Panic sequel or a Corrupt Cop Dating Simulation game.

3. Lack of Cross-Promotion
We were never able to figure out a cross-promotional plan with potential fans outside of the videogame world. Who exactly those fans might be is still a mystery (anti-bullying via Kid Justice? MMA through Dr. Karate?), but it’s certainly something that all potential KS videogame campaigns should consider: find a way to reach non-gamers who might be interested in your project.

4. Biting Off A Little More Than We Can Chew
Our marketing plan involved video updates 5 days a week. This proved to be an exhausting process that after the first week was doing little to bring in new backers. Slimming down and diversifying our promotional plan might have saved us some time and energy while reaching a larger audience of potential backers.

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To be honest, we really didn’t know what to expect when we launched. Would we raise hundreds or hundreds of thousands of dollars? It turned out to be somewhere in the middle, and in the end our KS campaign was a success. We’re now back where we belong spending long days and nights developing games. Still, some of the basic lessons that we learned from Kickstarter should help us in the future when promoting and marketing our studio (or when we launch the Corrupt Cop Dating Simulator Kickstarter).

KS Backed

First Releases

Earlier this week we released Washington’s Wig and a Fist Puncher beta to many of our Kickstarter backers. This means we finally jumped that scary hurdle and put our wares into the hands of actual gamers. It’s still early, so feedback has been minimal, but, holy hell, our games are actually installed on people’s computers! We’re keeping our fingers crossed that no one gets back to us with horror stories (your game installed a Latvian virus on my laptop!), but for the most part, this is extremely exciting. People other than Daemon, Naomi, and some guest judges are actually playing Washington’s Wig. Fist Puncher is 100%, for-real being played on people’s computers. I’m sure for gamers, this step seems pretty banal, but for developers getting something into the hands of real-world people outside of controlled situations (like demoing at a show) is invigorating and a tad frightening. In the meantime, we’ll sit back in our adjustable chairs and hope this is the beginning of something good.
Fist Puncher, the dreaded helicopter level

Fist Puncher Kickstarter: Final Thank You Video

Thanks again to all of our generous backers. Keeping with our past model, we’ve put together one more update/thank you video for all of our new backers. Again, the kindness, positive feedback, and generosity from all of our fans and supporters has been incredibly uplifting. Huge thanks to all of you!

Fist Puncher Kickstarter Completed. Now What?

Funded

It was a long, draining month, but with the help of many generous supporters we we’re able to attain our funding goal on Kickstarter. Endless thanks to everyone that contributed! For the most part, this now means busting our butts on Fist Puncher and getting Washington’s Wig out to our backers. With so much on our plate, we wanted to first lay out what’s going to be happening over the next few weeks.

1. A Kickstarter message will be sent out to everyone requesting email information for the digital thank you card and how you would like your name to appear on the web site credits.

2. We’re wrapping up adding the music from the Washington’s Wig Hot Beats contest (anyone who still wants to submit a song should do so by the end of Wednesday, May 2nd) to Washington’s Wig. We should have a downloadable PC copy of Washington’s Wig ready by the end of the week for everyone that contributed $5 or more.
Hot Beats

3. Beta testers, we’re tweaking a few things on Fist Puncher and preparing to put out the first PC beta version by the end of the week. Stay tuned, we’ll send out instructions once it’s ready.

5. Everyone that will have signage or a character in Fist Puncher will receive a set of questions via Kickstarter in the next couple of weeks requesting more information so we can get cracking on adding a sign or character.

6. We will be adding 13(!) new fan determined levels to Fist Puncher. Based on the first poll, we’ve decided to add the top 3 highest voted levels: Hitler’s Birthday, Ninja Golfcourse, and Nude Beach. We’ll be adding more polls in the upcoming weeks to Facebook to pick new levels. In the meantime, send us ideas!

7. There is still time to submit a Fist Puncher pose for the NPC contest. If you get it in by the end of the day, you’ll still be in the draw. Otherwise, we’ll choose a winner in the next 24 hours.
FIST PUNCHER pose

Washington’s Wig starring… Escape Goat and A Virus Named TOM?!

Crossover time! We’ve added some of our favorite characters from other indie games to Washington’s Wig. Check out the video to see A Virus Named TOM and Escape Goat in action in Washington’s Wig. Who else makes an appearance? You’ll have to get the game to find out. Hurry though, there’s only a few days remaining on our Fist Puncher Kickstarter. So roll over to Kickstarter before time runs out to reserve a copy!

For more information on A VIRUS NAMED TOM:
www.avirusnamedtom.com

For more information on ESCAPE GOAT:
www.magicaltimebean.com