Neverending Nightmares Interview with Matt Gilgenbach

Neverending Nightmares Interview with Matt Gilgenbach

Neverending Nightmares successfully completed it’s Kickstarter Funding Campaign on September 29th, raising $106,722, above their initial goal of $99,000. I had a chance to ask Matt Gilgenbach, the man behind Neverending Nightmares a few questions about his Kickstarter, the game, and Indie Development in general;
1. Congratulation on a successful Kickstarter! You’re Kickstarter was fairly down to the wire, though you eventually surpassed your goal of $99,000, raising $106,722. Talk about what those final hours were like.

It was crazy because we actually had a problem where someone pledged way more than was intended. Because he pushed us over our funding limit, he couldn’t reduce his pledge because kickstarter prevents griefers from un-funding the game in its final hours. Fortunately, we had such an amazing community that another backer upped his pledge significantly so that the poor guy could get his pledge back down to what he intended. It was amazing to watch this unfold, and I was very proud that we had such considerate backers that not only cared for the success of the project – but each other!

2. You’ve promised the game will be released on Windows, Mac, Linux and Ouya. Why so many platforms, and what challenges does this possess towards development?

We want as many people to play the game as possible! We are building off of cross platform technologies (SDL and OpenGL), so it won’t be too challenging. It definitely requires more effort than just one because of platform specific gotchas, but I think it’s worth it to get a wider audience.

3. You’ve stated you want to create an “accessible and fun [game] for a wide variety of skill levels”. How has this impacted the Narrative you are creating? Are there certain punishing elements of the game that you originally planned, but has since removed due to concerns about accessibility?

The narrative is that the main character is in a series of nightmares, so it gives a lot of flexibility with the game design. We can have punishing elements and if we think the player has failed too many times, we can have him “wake” in a different nightmare. We haven’t planned anything to be punishing yet, but it is definitely challenging to make a horror game the appropriate difficulty. We want the enemies to be threatening but not punishing, which is a fine line.

4. With the worry of a successful Kickstarter behind you, what is your next step with Neverending Nightmares?

Creating the actual game on time and on budget! That is challenging even with the money we’ve raised on kickstarter, but we are confident that we’ve assembled the right team to deliver an awesome game to our backers.

5. What does a successful Kickstarter mean to you, particularly when it is for a game you’ve got such an emotional and personal investment in?

It means a ton. I really poured myself completely into the game, so its reception is almost a reflection of me. I am extremely humbled by the Kickstarter’s success and the positive reception to the game.

6. Finish this Statement: You know you’re an Indie Dev when….

…you’ve made 4 figures (or less!) as a yearly income.

7. What is one other Indie development team or game people should be aware of and interested in, and why?

I would say “Hot Tin Roof: The Cat that Wore a Fedora”. The art style is amazing. I’ve never seen boxes with such personality! You should definitely check it out.

Our Thanks to Matt for taking the time to answer a few of our questions, and we look forward to seeing Neverending Nightmares’ growth as a full game.
You can find more information about Neverending Nightmares on the game’s main site, or follow the development on Matt’s Company’s site, Infinitap Games.
Information on Hot Tin Roof: The Cat that Wore a Fedora can be found at the game’s main site, or the Glass Bottom Games’ main website.


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Editor-in-Chief of With a soft spot for epics, sagas and tales of all types, Jacob approaches games as ways to tell stories. He's particularly interested in indie games because of the freedom they have to tell different stories, often in more interesting and innovative ways than Triple A titles.