Welcome to a new week in Kakuma!

First of all, this has been an exciting week in which we’ve been pivoting some of the previous assumptions and ideas about the project.

We chatted with some new people…

Last weekend we had a very interesting conversation with a development team in the states, and they gave us real-life feedback on what we were doing good and what we got wrong. And, well, we got a lot wrong.

We’ve also been in chats with an amazing designer from Lebanon. We’re convinced she’s the right person for the project, and we would love to see her work bring to life the universe we’re building.

We moved from a terrible logo placeholder to a great placeholder logo

We’ve been moving from the initial placeholder (and utterly ugly) logo to a new one. Still pretty bland and a placeholder indeed, but the lack of any aesthetic value of the first one was borderline violent.

Let's be fair, this one is way better.

Let’s be honest, this one is way better.

This new has been done by the great illustrator, designer, and friend Jorge Dueñas. Thanks George!

We reached the 2,500 twitter followers!

And we celebrated it sharing an illustration! Remember to follow us on Twitter to be up to date with all the news about Kakuma and ask us anything!

We’ve nearly got a roadmap for the Kickstarter (priorities have changed!)

So, a couple days ago, we had two main goals.

First: Get an MVP with 16 cities running, probably in HTML5 or something. It’d have mostly placeholder illustrations, only the narrative part of the game and a very limited set of options. It’d have sucked, but would have been a way to set the tone and test feedback about the game.
Second: Work in a nice video portraying the way the game would work, in order to use it for the Kickstarter campaign, so people would know how the final project would look like.

Again, after some chats with developers and seeing some experiences of complete transparent development processes and how people may feel disappointed by the unpolishedness of MVPs and pre-alphas, we have decided to stick with the video. There will be a narrative MVP, but possibly it’ll be a navigational presentation, or something that takes a couple of days of work to put together, and it will be used to get feedback from developers and other people interested in the game, more than for the general public.

We have a very clear concept in mind, and we’d hate to let people down because we’ve put together a half-cooked project in a couple of weeks. We want to do something awesome, and we will do the best we can to put that awesome concept into a great video and Kickstarter campaign.

At the moment, our priorities are finishing the mechanics of the game. We don’t want it to be only a narrative adventure, and we’re adding SOME roguelike elements into the mix and trying to make the mechanics as fun and challenging as possible, given the theme of the game. We’re starting to build a website and customising the forum so we can start a small community there, and, as always, we will keep you updated through Social Media and this blog.

It’s getting hard to write one post a week, so don’t freak out if it takes a bit longer next time.