Behind the Scenes: Adding a Kickstarter Backer to Fist Puncher

This Friday Fist Puncher comes out on Steam. For those who don’t remember, we Kickstarted Fist Puncher back in Spring of 2012. One of our higher level incentive tiers allowed backers to pay $1000 and we would add them to Fist Puncher as a playable character. To this day, we’re still hit with questions about the playable Kickstarter characters. How did the characters come out? How much time went into adding each character? Would you ever consider doing another round and adding more user-backed characters? We thought it might be fun (and informative) to talk a little bit about what the process was like. What exactly DOES go into adding a character into Fist Puncher? Let’s pull back the curtain and take a look.

One of our Kickstarter backers was Steven Dengler. Steven is kind of an all-around impressive guy: he founded XE.com, stars in a web comic called Megacynics, has his own damn Wikipedia page, and funds everything from Double Fine games to brawlers like Fist Puncher under the banner of his company Dracogen. Steven pledged to have 2 characters added to Fist Puncher. One of those would, of course, be based on himself.

The first step was simple. We spent some time chatting with Steven (and Googling him) to get a better sense of who he was and how we would portray him in the Fist Puncher world. We wanted to be true to his real life self while finding things that we could exaggerate or accentuate to fit the tone of Fist Puncher. Once we had a basic sense of the character, we began developing prototype sprites to get a feel for how he might actually look in the game. In Fist Puncher, each character is contained within a 40 x 40 sprite. Working withing these guidelines we assembled some basic character mock-ups. There’s no tricks or shortcuts here. This is pure pixel pushing in Paint.NET to create a “Fist Puncher version” of Steven.

After deciding on the look that we liked, we then had to assemble a full sprite sheet. In Fist Puncher, each character has dozens of moves and actions. All of a character’s actions are defined by roughly 70 sprites which are stored in a single sprite sheet. This meant another round of editing in Paint.NET to put together a full version of Steven’s sprite sheet.

Once the sprite sheet was completed, we began integrating Steven’s character into Fist Puncher and making him playable. This is the point that we really had to start diving into our C#/XNA code base to get things working. However, adding a character isn’t quite as easy as just dropping in a sprite sheet and adding another index into a few arrays. It takes a little more planning. In Fist Puncher, each character has unique attacks, skills, and attributes. Every one of these areas is independently crafted for each character and changes over time as you level a character up. As a result, you end up performing a careful balancing act to ensure that the new character plays well from start to finish (or to put it bluntly, lots and lots of testing).

Just to dig a little deeper, let’s take a closer look at character attacks. Each character in Fist Puncher has around 25 different attacks. Each one of these attacks has a minimum and maximum damage range which changes over time as the character is leveled up. This has to be carefully thought out to ensure that a character is neither too strong nor too weak at any point as the player pushes through over 50 levels of gameplay. This boils down to an extended cycle of testing and tweaking. We need to run through the game (about a 6-8 hour minimum playthrough) with each new character until we hit that sweet spot where they feel just right. Each character also has unique attacks that help define their “gameplay personality.” In the case of Steven, we gave his character a lucite gun – a projectile weapon that shoots glowing blue plasma bursts that encapsulate enemies in a translucent encasing (think Han Solo in carbonite). Adding this special attack meant creating additional art and sound and reworking the code base to handle the new lucite effects. Adding the lucite gun created new gameplay paths which required additional work and refinement. When an enemy is frozen in lucite they can then be picked up, carried around, and even thrown at other enemies. Nothing else in the game behaved in this manner so we had to spend a good chunk of time getting this all to work. The lucite also proved tricky for other reasons. Before beginning each level we created pre-rendered graphical objects that made up the lucite encapsulation effect. However, some of the levels in Fist Puncher contain upwards of 100 enemies. We found the lucite rendering was slowing down level load times. We reworked the lucite code several times so that the game would load levels without any noticeable slowdown. It was definitely a fair amount of work, but in the end, we were happy with how it turned out.

Once we had Steven’s character defined and working, we then began sewing him more deeply into the game world. Each character has a “boardroom cutscene” (as we call them) that explains their backstory and gives a clearer sense of what they’re doing in the Fist Puncher world. We created one of these boardroom cutscene for Steven’s character. To do this, we had to create cutscene images, write Steven’s cutscene backstory, and then integrate it into the game (back to C#/XNA for more coding). After several revisions, we settled on something we were happy with.

Next, we created an achievement trading card. Fist Puncher contains 99 achievement cards, and each character has at least one that is obtained when you defeat a level using that character. Once again, back to Paint.NET to put together the card and then more coding in C#/XNA to hook the card up so that it would correctly unlock and display. For the Steam release, we also created a Steam achievement based on Steven’s achievement trading card and integrated this into the game for those who purchase the game on Steam.

With a boardroom cutscene and achievement card in place, we then shifted our focus to creating a level where Steven would be unlocked. For Steven’s character we created the “Dracogen Lab” level, a science lab overrun by renegade robots that self destructs if you can’t make it to the end of the level in time. If you beat the level, you’re greeted with a “dialog cutscene” where Steven joins the Fist Puncher team (dialog cutscenes are moments in the game where characters interact and have a discussion of some sort). Adding the level meant creating new background and in-level art assets, creating new enemy classes (the robots were added specifically for his level) with new behaviors and attacks (we gave them laser rifles), adding new sound effects, writing character dialog, and then integrating it all into the game and ensuring it ran smoothly and without error. As usual, lots of art, coding, and testing. We also created an original music track for Steven’s level so that it would stand out just a little more from the other levels.

Fist Puncher is also heavy on foreshadowing. We wanted to do this with Steven and the Dracogen Lab as well. We peppered the game with Dracogen signage and created an additional Dracogen-themed level (a hijacked Dracogen truck) that more deeply integrated Steven’s character into the fictional world of Fist Puncher. And, of course, this again meant more art assets and more level and art integration.

Once we were happy with how Steven played and how he fit into the story world, we had one more job to do. We took the achievement cards for each of the characters, converted them to a printer-friendly format and made real-life trading cards for all of the Fist Puncher cast. One last project to make the Kickstarter characters really feel like they were part of Fist Puncher.

Overall, we estimate that we put no less than 100 hours into each Kickstarter character (in fact it’s much more if we actually added up testing time). That’s a pretty damn good deal for a thousand bucks. In some ways we definitely underestimated how much time and effort each character would require. If we ever did it again, we would certainly have to charge more. However, we’re happy with the end result. Our number one priority was always making sure that each Kickstarter character was fun. That was the bottom line. They had to be fun. If not, then back to the drawing board. Luckily with a little bit of elbow grease we think we accomplished just that. We added some nifty characters that really enhance the Fist Puncher world.

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 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 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