We launched the JetGetters Kickstarter 2 weeks ago in a similar
fashion as we did 3 years ago with
No Time To Explain. We
rendered video with great
music, and some hints at what the game was going to be about.
We did go into detail on the page itself on how JetGetters will
be played, what the inspiration is, etc. Same as with No Time To
Launch day was ok-ish, and then slowly died off. Two weeks in,
we are at $32k of the $50k goal. While our loyal fans did get into
the details about the game, and after getting the idea instantly
supported us, we had a hard time explaining what JetGetters is to
the general Kickstarter user.
Simply put, Kickstarter has changed. Drastically. There is
enormous competition. You need to catch daylight and actually film
a video explaining the game. You need to have a pitch
So we did that, halfway into the campaign.
Checkout the pitch video -
I believe another issue with our campaign from the start was
lack of reference material. The closest you can get to describing
JetGetters is "Battlefield Meets Just Cause 2" - but that can mean
any number of things. Is it a single player game with tanks and
grappling hooks? It is an open world MMO Battlefield
Whereas with most games on Kickstarter, there is either
nostalgia or clear inspirations. JetGetters on the other hand is
something that hasn't been done before. It's a brave new take on
the multiplayer shooter genre. Is it Titanfall in the air? Is it
Tribes 2 with grappling hooks? A little bit of everything.
"JetGetters is a multiplayer shooter where players fly high
in the sky and hijack each others' vehicles mid-air."
Finally, the press in general is really hard to get interested
in Kickstarter projects these days. If you are reading this right
now, you probably had the urge to close this e-mail about 3 times
now, just because it feels like "another Kickstarter project",
which there are plenty of.
However with a small loyal fanbase we were able to push
JetGetters to $32k, without really explaining what the game is
about. Here's fingers crossed that the new pitch will push it over
the initial goal, and towards stretch goals which include Xbox
One/PS4/Wii U versions.
I will report back with how exhibiting at
PAX East with an actual playable demo goes,
meanwhile happy to talk about the curious case of crowdfunding
Meanwhile completely open to interviews, questions, everything!
Can also schedule something during PAX.
- Alex Nichiporchik, co-founder and producer at tinyBuild