Pythetron is a 2.5D shoot'em-up that has a weird cold feeling to its pitch.
FrightShow Fighter has a creepy art atyle. The Iron Moose character uses a monochrome art style. At 2 minutes into the pledge I went "Nope" when I saw the controls.
Mulaka - Origin Tribes has some interesting monsters based upon the mythology of a culture found in Northern Mexico. It needs to show more about the actual game.
Nephil's Fall has $16,592 (71% of its funding) unallocated. It has 132 backers pledging $23,050 for an average of $174.62 per backer. The
graphs have the $1,000 and $2,500 tiers contributing a lot of funding. It went from 11 unallocated backers up to 48 and then back down to 26. This campaign is not normal.
Descent: Undergrounds campaign has been a weird roller-coaster ride so far.
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The hardcore fan community around Descent was angered about the lack of ship designs and music they hold dear. The iconic ship from the Descent series is the
Pyro-GX. The problem is that Interplay doesn't have the rights to that specific ship. The Pyro rights may have stayed with Parallax Software which then split into Outrage and Volition. Then Volition went through THQ's bankruptcy process and was acquired by Deep Silver. Outrage was closed by THQ back in 2004. Even using a name like "Pyro-R2" or some other set of letters would risk infringement so whoever does hold the rights could come after the project. The rights to iconic music tracks also appear to be a messy situation.
Interplay does have the rights to the game. Another problem is Interplay sent a cease and desist against the Descent homage
Sol Contingency. This angered the Descent community and when Descent: Underground launched they blamed the Kickstarter project as a potential reason for the cease and desist. Wingman's team hadn't even started on the game back then. The next problem is that Sol Contigency is viewed as more of what the Descent community wants than what Descent: Underground is offering with a different look to the ships and different atmosphere. There was the backlash for Descent: Undergound building the multiplayer game first. This is because of scope reasons. It requires less budget to build the multiplayer mode first because it avoids needing to create good AI and the amount of asset creation a singleplayer mode would demand. A full singleplayer mode would have raised the Kickstarter campaigns budget above a realistic amount to ask for. A singleplayer mode was always planned to be made if the team could find the finances to do it. A short singleplayer mode was even planned and they would build upon that using revenue from the multiplayer game.
Then there were the misconceptions. Some people thought the game would be 3rd person only when there was a first-person example in a separate video on the project page. A lot of people mistook the game as a MOBA like League of Legends because
Eurogamer read a LinkedIn post that the developer was looking into creating a 6DoF MOBA. There are then gamers confused about what
6DoF controls are because many gamers have become familiar with a 4DoF of maybe 5Dof if you give a supersoldier a jetpack. The subscription mentioned in the rewards is for a pay walled part of the forums and video chats, but people accidentally assumed it was like a MMO subscription for the game itself. Then there were people confused about the team having left Star Citizen when it was explained long ago that they couldn't relocate with the rest of Star Citizen's staff because they had families they didn't want to force to move too.
I've generated a lot more backlog of notes for my guide over the last month. Last week I began using my third template for tracking campaigns with Descent: Underground as the first test. I had been using the second version for about a year. The first was actually created to test with Neverending Nightmates. Now from what I've learned in just a week I already have template 4 being worked on so the formulas are simpler. Template 2 was starting to cause chugging on my FX-8320 8-core CPU when opening a spreadsheet file to screenshot the graphs. Even scrolling was not smooth. I noticed am using much less of my 8GB of RAM now since I did a reinstall of my operating system drive. I was getting a lot of memory leaks. Kicktraq changed something about its site. I would now have to manually go screenshot the Kicktraq graphs in a process that would take more time, so I am not bothering with adding Kicktraq graphs to my recent graph uploads.
I saw Jagged Alliance: Flashback on the Google Doc in
RightClickSaveAs's post. I backed that project. I think it was during a last 48-hours rush to 100% funded because I wasn't too excited about it. In a very recent backers-only update the developer told backers that the development team has all quit leaving only the main project creator who will try hard to fix bugs. It looks like the game's development will not be making further progress beyond what the modders who are trying to help can do. The state of the game has generated a lot of mixed reviews which is probably very bad for its sales.