Skullgirls Reaches Second-to-Last Stretch Goal In Indiegogo Campaign

Squigly Cost Breakdown

Just in the nick of time, indie fighting game darling Skullgirls has reached its second-to-last stretch goal, ensuring that the final “mystery character” will receive his/her own stage and story mode. As reported via Shoryuken, the fighting game community will have a chance to vote on which of the 32 proposed designs will join the recently-funded Big Band and Squigly.

All stretch goal rewards, including the funded characters, announcer voice packs, and selectable stage, will be available free to all users for a period of three months after release.

This is a huge win for video game crowd funding, not only because it proves that quality games can receive post-launch support in an era of rash studio shutdowns, but because it also illustrates the rough costs of indie game development. The breakdown on the Keep Skullgirls Growing IndieGoGo page, pictured above, sheds some light on where all of the money goes when creating new characters.

While many indie game makers get by on bootstrap methods, doing all of the work themselves and living in squalor, it’s important that gamers understand that “indie” isn’t synonymous with “cheap.” Braid cost $200k to make by 2009, and Double Fine’s adventure game Kickstarter requested $400k last year to get the job done. Games aren’t cheap to make, no matter how you get the job done.

As of this writing, with 14 hours to go, the tally is at $710,512, just $15k short of the $725,000 final stretch goal that would allow indie studio Mane6 to get their hands on the LabZero engine to help finish their My Little Pony: Friendship Is Magic-inspired fighting game. While the prospect of playing that game terrifies me a little, it’s nice to see that the Skullgirls team is willing to pay it forward.

 

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