More IFComp reviews! This time around, we have “Transit”, “The Sealed Room”, and “Last Minute”, all of which were relatively short. Spoilers, yada yada yada.
Here’s another bunch of reviews for the Interactive Fiction Competition. They are, respectively, for “A Killer Headache”, “Eurydice”, and “howling dogs”. Once again, sweeties, there are spoilers.
It’s time for yet another annual Interactive Fiction Competition! I didn’t enter this year due to Pamplemousse-related matters, but since last year was such a great experience, I thought I’d give back to the community by writing up reviews of all the entries I’ve played. I’ll do my best to get through all the games, except for “Body Bargain”, which I beta’d.
Anyway, I’ll start off with two games I played last night: “Signos” and “Shuffling Around”. As one might expect, there are spoilers behind the cut.
I’ve been blogging considerably less about Dominique Pamplemousse since last month, but that doesn’t mean I haven’t been busy. On the contrary, you’ll all be pleased to know that I’ve been hard at work on the very game itself and enjoying it muchly. That said, I promised continued updates throughout development, and who am I to break my promises? So, since I just finished building a new set, I thought it was about time for another episode of “How to Pamplemousse” on — you guessed it — set design!
For this set, I’ll be building the outside of a house, with a small flower bed out front.
First, I cut out some pieces of cardboard for the ground and the side of the house, fold them into their appropriate shapes, and duct tape them together.
It’s been a few days since the eleventh-hour successful end of the Dominique Pamplemousse Indiegogo campaign, and I’m just barely starting to recover from it. Don’t get me wrong: I’m thrilled beyond measure that the project got funded (and once again, everyone, THANK YOU!) but still feeling a bit dizzy from getting off the proverbial emotional rollercoaster, if you get what I’m saying. I’m not sure most people realise how much work it is to run a crowdfunding campaign, but suffice to say… it is hard.
I knew this coming in, of course. I’d successfully crowdfunded a project before, but that was back in 2009, when the whole concept was new and I knew I didn’t have much of a chance of raising anything other than a little bit of spare cash to cover a few expenses. This, on the other hand? To call it a step up would be a bit of an understatement.
My friend Corvus refers to crowdfunding as “the most affordable and brutally efficient marketing tool [he's] ever used”, and I agree with him. It’s marketing boot camp. Crowdfunding has become more familiar to the general public in the past year, yet some people persist in having this misconception that all you do is throw up a project page and video and the money just flows right in. That, I tell you, definitely won’t work on its own.  You have to get yourself out there and hustle. Which, I will reiterate, is hard.
- Okay, maybe it will if you’re Tim Schafer, but for the rest of us… yeah, nope. ↩
The Dominique Pamplemousse Indiegogo campaign is ending tomorrow, in just 36 short hours, and is 80% funded and counting. Amazing, considering just a week ago, it wasn’t even halfway there! However, there’s still $1860 left to raise, or else none of the money gets to me. Not a single cent.
So many people have expressed to me, in the past month, that they really want to see this strange, artsy videogame exist. That it deserves to happen. That they’ve never seen anything quite like it. To have an idea and to believe in it enough to develop it is one thing, but to know there are others out there who also want to see you realise that idea… it’s awe-inspiring. I’m overwhelmed with gratitude. And I’m more determined than ever to make this game for you.
To come all this way and not make it… it’d be a real shame, wouldn’t it?
So, if you’re reading this, please do me this favour, if you haven’t already: check out this unique and offbeat new interactive musical detective story I’m making, which features stop motion puppets and brass instruments. Read what other people have been saying about it. Play the online demo. And, if it makes you smile, and you want to see more, make a contribution. $5 gets you a preorder of the game, and every dollar counts.
Support independent, do-it-yourself, non-corporate videogame development. Support new forms of interactive storytelling. Support quirky mishmashes of seemingly disparate art forms. Support socially conscious games that shatter stereotypes. Support accessible, affordable games. Support Dominique Pamplemousse.