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- Sep 4, 2013
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- erkicman87




Hey guys!
So... I think it's time for a reflection here. As of today (EST), it has been EXACTLY 2 years since the Indiegogo campaign ended. 2 YEARS, and I'm sure it's been a wild ride for everyone involved in developing, playing and following Skullgirls.
Based on what's publicly known, development is also coming to a close. So let's summarize where things have gone and where they're going (based on my own observations over the years, please feel free to add to or correct things on this list):
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Milestones that have been met:
- Squigly, Big Band, Eliza completed and released
- Glass Canopy, Meridian Rooftops (Day/night), Bath of Tefnut (Water/blood)
- PC Port
Milestones soon to be met:
- Beowulf nearing completion - Basically mechanically complete, things like music, voices, story mode finishing up
- Robo Fortune is a real part of the game - still needs months of additional work until completion
- Real Soviet Announcer and other voice packs
- Train stage
- Rebalancing of gameplay to encourage more 2-player gameplay and a more balanced cast - more balancing to be done until Robo's complete
- Ports to PS4, Vita, NESICA Arcade (!!!!!), Linux
Bonus milestones we TOTALLY didn't expect to get:
- FUKUA(!!!!!)
- Nightmare Crest
- Gehenna
- Typing of the Skullgirls
Prototype ideas that changed along the way*:
- Big Band's combos as improvisational Jazz - sound effects are there, but the ability to play music on top of your opponent's battered skull is limited to s.MP and lvl5 super
- Eliza's blood mechanic
Supporting the FGC:
- Revenue from 86'd shirt sales, game sales, and money from Autumn Games basically re-invested into the community in the form of pot bonuses for EVO, Northwest Majors, Combo Breaker
- Development of a free PS3->PS4 stick driver that can be licensed to other studios, like NRS(!!!!!)
- A member of the SGC, Night Phyre, chosen as the voice actor for Beowulf
- Accessibility for blind players
- Mane6 got access to the Z-Engine for development of their game, and Mane6 fans helped support SG!
*These ideas were subject to change throughout the course of development
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There's really no doubt that the campaign was an overall success. I guess what I wanted to discuss here is:
- Why did you donate to the game in the first place?
- Did this game turn out to be what you wanted/envisioned it to be when the Indiegogo campaign ended?
- Knowing how the results of the campaign turned out, would you donate again if given the chance (chance = likely never, but still)? Less? More? The same?
- What do you see as the future of this game once development has ended? With the game as it is now/will be in a few months, can it be as big as GG, UNIEL, Marvel/other big name titles?
- Is there really anything you would have wanted changed about what came out of the campaign?
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