

MM: $200,000 is actually pretty reasonable when it comes to funding a game, as games are not cheap to make. Going into it we were very careful about the promises we made, and are still careful about that now, but yeah, we've still just got to do what we set out to do in the first place. We need to deliver this game and run the studio to the best of our ability anyway. As for how we move forward with that in mind, it actually doesn't change anything. The best, most critical and most observant questions and feedback we've received yet on Armello and LoG has come from our backers. The Kickstarter community has gone from a hyped bunch of rabid consumers to a collective of very sophisticated, discerning consumers. With that said, how are you attempting to mitigate those pitfalls from your project and keep consumer confidence high that Armello will deliver on everything it’s promising? MM: Following up on how the process has been, Kickstarter funded projects have become more closely scrutinized over the last 2 years or so, as it’s great when it works out, but more and more projects fail to either manage budgets, expectations, or fail due to overpromising features that never make it to release. I play games on my Macbook Pro all the time, so I can relate. MM: I will offer a bit of kudos and a thank you for developing this for PC and Mac, as I have resolved myself to the fact that the only way I get cool Mac games that aren’t from Blizzard is through Kickstarter, so thank you for giving me something cool and worthwhile to play next year on my gaming deprived platform. I don't know if we'd bet the studio on a Kickstarter again, but we have a couple of pretty incredible side projects that would perfectly suit a Kickstarter campaign, so you'll see us on KS again some day. Saying all that, however, it's an incredible platform and we love how empowering it is. I worked for 42 hours straight when we launched. A fellow developer and Kickstarter vet referred to it as the "30 Days of Despair." They're not wrong. MM: How has the Kickstarter process been so far? With the amount of positive feedback you’ve received, would it be something you would do again down the road? It was somewhere we knew we had a real shot at contributing to the medium. We knew we could do better and that the digital board game genre (so-to-speak) had so much potential.

This crazy mission came about because when we formed LoG we were deciding upon the first game to make, all of us were playing board games on our iPad and they were just horrid. TK: Armello is a digital board game that mixes elements from a lot of tabletop games (card games, board games, pen and paper RPGs, etc) and then leverages the medium of video games to really make them as awesome as they can be.
