ROCK ROCK ROCKET - A Real-Time, 3D, Open World, FPShooter: KICKSTARTER NOW LIVE!

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Not exactly sure where the best place to post this is, please let me know in the comments!


    CREATED WITH CLICKTEAM FUSION 2.5

    A stylised 3D First Person Shooter engine that runs silky smooth on iOS ? Yep! Fusion is more powerful than you think!


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    (click Please login to see this link. for the Kickstarter Video in HIGHER QUALITY)

    ROCK ROCK ROCKET

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    Rock Rock Rocket is an upcoming, pocket-sized, real-time, open world first-person shooter,
    created from the ground up for iPhone and iOS.

    - Melbourne, AUSTRALIA


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    You play as a lone astronaut, an interstellar scientist and part of deep-space research team.
    When a routine job on an alien planet goes from bad to worse,
    players find themselves stranded in a world full of constant danger and endless discovery.


    POCKET-SIZED OPEN WORLD!

    -With the free roaming sense of discovery found in recent open world shooters and
    RPGs like the Fallout series, Borderlands, and Elder Scrolls...

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    REAL-TIME 24 HOUR CLOCK!

    - coupled with a 24 hour real-time clock where time in the game passes just as it does in the real world!
    For example, if you are playing Rock Rock Rocket after work at 5:58pm, it’ll also be 5:58pm in the game,
    the planet’s sun will be setting, and new enemies and events are beginning to emerge under the cover of night.
    Or, 2 days after placing that weird space egg that you found in that weird space cave
    onto a shelf in your spaceship, you notice that it is now beginning to hatch!

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    There will be some events and quests that span over a few real-time days,
    and the main plot of our hero will actually play out over the course of about a month.


    STYLISED RETRO FIRST PERSON SHOOTER!

    It's like Nintendo’s Animal Crossing, but with lasers!
    And it's all experienced from within a stylised retro, first-person perspective,
    that harkens back to the 2d/3d hybrid DOS games of old, but, with shooting mechanics and gameplay reminiscent
    of contemporary classics like Metroid Prime, and the Halo series.

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    SILKY SMOOTH CONTROLS, ALL AT 60 FRAMES A SECOND!

    Here’s a further taste of the sort of things I aim to incorporate :

    • A gripping Sci-Fi Survival Storyline with events that unfold over days, and weeks in real time
    • A heap of weapons and abilities to unlock
    • Multiple areas and zones, and day/night cycle with weather that changes up gameplay
    • Various Random Side events that pop up during each session.
    • A repairable, upgradeable Rocket ship that functions as your base of operations
    • Complete Research Sample Collections: discover and catalogue alien wildlife, plants and minerals
    • A whole range of space creatures, and enemies, to find and fight.

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    Rock Rock Rocket will be a game that constantly has something new to discover, and is ever-changing day to day.
    It’s a game that you can pick up and play for just 10 minutes to see what’s happening,
    or to explore the cosmic wilderness for as long as you like, uncovering it’s mysteries at your own pace.

    Thankyou, any questions don't hesitate to ask!

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    Don't wait! Pledge now!

  • Holy MOLY! We so rarely get to see FPS's made in Fusion, let alone one THIS DETAILED! Looks very Borderlands-esque. Love the day-night cycle. This is seriously impressive.
    However I don't think you gave your Kickstarter the love it deserves. You have a $575 gap between backer tiers, and you only have 4 tiers to choose from. The video is good, just a bit long (ideally, Kickstarter videos are between 2-3 minutes). You haven't listed any stretch goals. Your budget breakdown is lackluster and doesn't actually say how much money is going where. You haven't told us a whole lot about you or your team, just that you have a background in "video game playingness." Other than the video, your Kickstarter has no life and inspires no confidence that your backers' money will be in good hands.

    While your Please login to see this link. currently says you'll make your goal, you're only 5% of the way there and I'm guessing this is Day 1 of your campaign, which means if you don't get the word out fast and spice up your campaign immediately, this graph is going to plummet hard.

    Read Emmy Jonassen's blog posts on running successful Kickstarters for some very good tips. Please login to see this link.

    My tips:

    • Cancel this campaign. This game deserves a much more Kickass Kickstarter.
    • Check out the Kickstarters for Please login to see this link. and Please login to see this link. to see how small games can run successful campaigns.
    • Really spend some time crafting the campaign. Give it some more videos and some gifs. Make image headers based on your game's aesthetic.
    • Consider a PC version, or possibly PC/Mac/Linux. You wouldn't even need Greenlight for this, this would just get on Steam. Furthermore, there is very little market demand for premium mobile games at the moment, and even less demand for mobile FPS's. It's an FPS, so go where the players are.
    • DON'T LAUNCH A KICKSTARTER THE WEEK OF E3! Or the week after E3 for that matter. Marketing is going to be key and every possible media outlet is currently knee deep in E3 rumors, soon to be neck deep in E3 news. Let that die down, THEN launch. This gives you time to get the messaging right.
    • Up your goal from $6,000 to something that feels like more of an actual budget, like $10k. It's not only a psychological thing, with backers seeing like you need a real sum of money and aren't just trying to keep up a hobby, but also you'd get an extra $4k to put toward development. You will need a much more detailed budget breakdown, but this is the same advice I gave to Wildfire, and they made 200% their goal.


    Not sorry about the tough love. Your game looks sexy as hell and deserves some real attention behind it. The only way to get that is to treat its campaign properly.

    Edited once, last by Simon: CP (February 19, 2018 at 8:31 PM).

  • Woah. Tough love indeed! Seriously thanks. I'll take some of that advice onboard and make a few changes, but cancelling it isn't so much of an option. I'll try to spruce it up

  • faber: Yeah it's not so useful on Day 1 of a Kickstarter, as it will always tell you you'll be wildly successful, but by a week in it can start to give you an accurate prediction to where your campaign is headed. Although it tends to be more based on campaign trends from 2012-2013, I think. It's becoming a riskier platform project by project.

  • I'm wondering the same thing, matn212...

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • The game operates on a 2d plane yes. We won't be uploading the source, at least not for free as we have sunk quite a bunch of cash money into it.

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    Clickteam on Please login to see this link. - Clickteam on Please login to see this link.

  • Ah, a shame... it looked promising.

    If possible maybe finish and port it to Fusion 3 as an included example perhaps? I haven't seen a really cool tutorial klik game since Zeb(The Games Factory) ;)

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    Freelance Dev | Currently Working on Jarvis | Please login to see this link.

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