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Toy Tactics: Pitching Unique Gameplay Mechanics and Securing Funding

Antonio Iglesias, Co-Founder and Game Developer at Kraken Empire, shared the story behind physics-enhanced RTS called Toy Tactics and shared tips for developers starting out in the industry. 

What was the turning point that made you say 'Let's do this, let's make a game!'? What gave you the push to overcome any doubts?

Back in 1998, I embarked on my journey studying "Informatics Engineering". There weren't any subjects on video games but I couldn’t avoid making a game every time I had to submit any kind of project. That is how I discovered I wanted to make video games and not only play them. Before finishing my studies it was pretty clear what I wanted to do but not so much how to enter the video game industry. And I was not the only one, so five of us joined forces as "Kraken Studios", and we started creating our very first "professional" game in 2.5D using OpenGL: "YATT: Yet Another Tank to Tank" in 2003.

You are veterans of the industry who started back in the 2000s. Could you share your path? How did it lead to Kraken Empire?

We created "Kraken Studios" in 2003 while studying at a Spanish university. We were 5 students/devs, which is why our logo is a pentagon.

After finishing our studies, two of us (Antonio and Daniel) went to work in Madrid in 2006, on a kind of WWII Total War game called "War Leaders: Clash of Nations" [PC]. After that project we were involved in the production of "History: Legends of War: Patton" [PSP, PS Vita, PS3, Xbox360, PC] and "Music School" [DS].

Both of us left Madrid in 2010 to launch "Kraken Empire" in Zaragoza, our hometown. We spent 4 years creating a 3D game engine (there was no Unity at the moment and Unreal was too expensive at that moment costing $1M) and our first game, "Kromaia". The project was unique but very indie, made by just two developers with their own game engine. Porting to PS4 was pretty difficult considering your engine is not magically multiplatform, so you have to do it all yourself.

From that point, we have worked on several projects and we embraced work for hire for other video games. For example, we created "Hi Score Science" together with CSIC, Spanish National Research Council, the fourth biggest research center in Europe. The project is a game designed to learn about science and participate in the creation of questions and content.

Our current project, "Toy Tactics" started shaping in our heads around 2016. I wanted to create a game to capture this kind of battle description as a way to command your armies in real-time:

What were some of the challenges and unexpected discoveries you encountered during the development process of Toy Tactics? And on the flip side, what were the most memorable highlights and moments of joy you experienced while working on the game?

"Toy Tactics" is a unique game with a unique interface, and that is awesome but incredibly difficult to design, build, and teach. Nobody has ever controlled hundreds of units by simply drawing on the battlefield so it was a challenge to make it work intuitively and teach players how to play while making them forget other interfaces they may have tried before. We had to create four different tutorials to find the proper way to teach how to play. Right now, players learn to play in a unique way so they see the game from a different perspective than us (developers) or the first testers of the game.

Regarding the drawing mechanic, we started controlling predefined shapes and drawing paths for the groups, but it was not interesting or particularly useful. Then we tried drawing our own formation on a whiteboard to use that particular shape in battle, but placing the shape, rotating and scaling was painful. We ended up drawing directly on the battlefield with a magic brush to command infantry, archery, cavalry, heroes, and leaders. 4 years after the initial idea was the first time we had everything in place. It was quite clear we had found a new way to play real-time strategy games and that our idea worked even better than expected. Additionally, as we planned from the beginning, drawing is a great way to control units using a dual-stick controller, so it is going to be a good chance for console players to play a real-time strategy game.

Nobody believed a physics-based RTS made any sense as they thought physics was not going to add anything to the gameplay, but I think now we can confirm we were right. Watching your formation literally pushing forward, big units smashing infantry formations, or enemies flying away is awesome. Physics-based strategy feels great, especially when units are so different and casting spells is one of the main mechanics. T-Rexes, explosions, tornados, or catapults wouldn’t feel the same without physics.

Did you have any doubts along the way about the success of your game, and if so, how did you manage to overcome those doubts and keep moving forward?

Game development is full of doubts: first about your capacity, then about your ideas/designs, and afterward about the success of your final product. I believe we have enough experience to overcome most of the doubts easily, but creating a unique game with new mechanics and interfaces didn’t help.

In our case, we have been able to demonstrate we were right, but our mechanics were too complex for a simple prototype, and that involved much more risk than intended from the beginning. We always had a clear vision of how we wanted the game to be played and we have been lucky enough to be able to adapt while moving forward.

The biggest problem with innovation is that it creates too many questions and doubts, in the rest of the team and even in publishers. I would advise anyone to keep innovation as limited and controlled as possible. Sadly, too many new and unique ideas could be a problem for your project, morale, and viability.

Can you share your experience on how you initially sought investments for your project, how the process unfolded, and how you ultimately secured the necessary funding and resources?

"Toy Tactics" was quite a big game for a small indie studio like ours with only two developers at the beginning, even though the original design only included the Roman Empire and undead units, plus we had no spells or relics.

We needed a basic prototype and beautiful graphics to be able to pitch the game to a publisher and get some funding to be able to develop the game from start to finish. The game became a side project we improved over two years, to be able to reach a pitchable state. A public grant accelerated the results of the final months.

Luckily for us, that pitch got an investor interested, Humble Bundle, and their support allowed us to finish a full campaign (the initial Roman Empire), then three full campaigns, and add a lot of content we had never dreamed of. In that process, we envisioned what we wanted the final game to be like, content-wise. We planned for 5 armies, 5 campaigns, online, and additional gameplay modes. But, of course, for a full release, we needed more funds and help with the marketing part, as we are just developers, so we started looking for a publisher.

The look for a publisher led us some months later to Joystick Ventures. Thanks to them, the game is improving exponentially, just wait for it.

Did you encounter any difficulties in securing funding? If so, what were the reasons behind it?

The first problem we had to overcome was being too small and too indie. We have been developing games for 17 years, but we had never received funding and we had never led a team of 15 developers before. We needed to prove that our game idea was good enough and that we were capable of finishing a game of that size. That is why we needed to grow step by step and present incremental demos to publishers and investors for several years. This process has slowed development but we had no choice.

The second problem had to do with being too innovative. Publishers look for new and unique projects, but too much innovation hurts their economic estimations. They are not able to know how many copies you can sell and that can make them reject your project. It happened to us with some big publishers, we passed the initial filters easily with our game but the economic evaluation was always too blurry for them.

How did you find Xsolla Funding Club and how long did it take to find a publisher on the platform? Tell us about your experience. 

I found Xsolla Funding Club at a B2B event (Gamescom, I believe) while I was looking for publishers and funding. During the pandemic everything was online so I met a lot of publishers and investors that way. After a meeting, I submitted my project on their platform just hoping for the best. Several opportunities showed up a few weeks later. One of those was related to Joystick Ventures, it has been very easy to talk with them from the very beginning.

In what specific ways did Joystick Ventures support you throughout your journey, from the moment you found each other on XFC to the early release of your game?

They have been really helpful for us in every possible aspect and they are really developer friendly. For example, we had a previous agreement with an investor that needed some corrections for a publisher to enter the agreement. They not only helped with changes and details but also negotiated the final conditions of the agreement on our behalf.

From the beginning, we set a milestone plan with them, to set a relationship between incremental deliverables and funding and we have followed the initial plan without serious changes or delays.

What advice can you provide to other indie developers starting out in the industry?

If you want to create video games professionally, I would recommend following a similar plan:

  1. Sharpen your game development skills: Begin by creating a complete game, no matter how small. Craft a captivating puzzle game, an engaging platformer, or a thrilling arcade experience. However, don't settle for a mere prototype – go the extra mile by adding levels, content, and polish to deliver a satisfying and well-rounded gameplay experience. Consider releasing your game for free or selling it, aiming to attract a substantial number of downloads.
  2. Envision your ideal project within feasible boundaries: Design your dream project, but be mindful of setting realistic goals. Build upon your previous accomplishments, pushing yourself to create a game with more gameplay mechanics and extended playtime. However, it's crucial to acknowledge the limitations of your resources and expertise. If you've already whipped up a game with three killer gameplay mechanics and an hour of engaging gameplay, you've got a good sense of what it takes to level up. You know that aiming for a game with six gameplay mechanics and a solid two hours of playtime is within reach. But hold your horses, creating an MMO game is a whole different ball game that requires a whole new set of skills and resources. So, let's keep our focus on building up from where we are without getting too ahead of ourselves.
  3. Crunch the numbers: Take the time to evaluate the costs associated with your assets, content, and mechanics. Gain an understanding of why it's crucial to avoid an excessive number of enemies, weapons, or mechanics. Every element of your game demands time and resources, so strive to reduce unnecessary components without compromising the essence of your game. Streamline your design to maximize efficiency.
  4. Plan the development: If your evaluation suggests that you can independently develop the game, go ahead and embark on the journey. Consider seeking publishing or marketing assistance at a later stage. However, if the full budget seems unattainable, plan to create a compelling demo or vertical slice that offers a playable segment of your desired content, showcasing the final quality of your game. This demo will serve as a powerful tool to secure funding and support.
  5. Prioritize the Pitch Deck and demo when seeking funding or publishing: Concentrate your efforts on crafting an impressive Pitch Deck that effectively communicates the unique aspects and potential of your game. Additionally, invest time and effort into developing a compelling demo that showcases the core gameplay mechanics and offers a glimpse into the overall experience. Research and target investors or publishers who align with your game's scope, genre, and monetization strategy.
  6. Recognize the challenges of selling games: Understand that the process of selling games can be as arduous as developing them. Merely having a functional game is not a guarantee of success. It's crucial to seek assistance in reaching your target audience through marketing efforts, partnerships, or other promotional strategies. Keep in mind that external support plays a vital role in maximizing your game's visibility and potential for success. A publisher may be the way to go if you need to sell a decent amount of copies.

Remember that game development is a continuous learning process. Stay open to refining your skills, seeking feedback, and adapting your strategies along the way. Best of luck with your game development endeavors!

Antonio Iglesias, Co-Founder and Game Developer at Kraken Empire

Interview conducted by Xsolla Funding Club

Through programs and platforms like Accelerator and Funding Club, the Xsolla Funding team can set you on the path toward success in the gaming industry. If you want to discover all the ways Xsolla Funding can equip your gaming business for success, visit the official website for more information.

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