>The longer it takes to make a kickstarter the less interested people will be in the game.
I don't think this is necessarily true.
It doesn't matter how many people are interested in the game
before the Kickstarter; the only thing that matters is attracting attention to the game
during the Kickstarter. When I launch the Kickstarter, I should perform a "media blitz" for the game; doing interviews with websites and YouTubers, releasing videos that show off the long-awaited rival and overall gameplay, and, in general, attracting as much attention to the game as possible. The month that the Kickstarter is active will probably be the busiest month of the game's development, as I get as many eyes as possible on the game.
>If it takes so long to make the demo people will be very hesitant to donate out of fear that the final game will take way longer.
This wouldn't be a reasonable assumption to make.
Every Kickstarter has a video. In my Kickstarter video, I'll drive home several facts:
- The reason why I worked on the game for 5 years without launching a Kickstarter is because I understand that a lot of people are very skeptical about crowdfunding campaigns, so I decided to devote half a decade to making the most solid demo possible in order to prove to people that I'm dedicated to building a quality product.
- By the time I launch the Kickstarter, the game will be feature-complete, and will only lack rivals. This means that the only remaining work is to add some polish and implement the rivals. The situation is an optimistic one.
- Five years were spent on features, and only a couple of months were spent on the first rival. After the Kickstarter, amount of time remaining to finish the game will be 1 year minimum, 2 years maximum.
- The reason it took so long is because I was working alone and relying on irregular volunteer help. If I have a dedicated full-time team of professionals, it'll go by much faster.
Considering all these facts, there's absolutely no good reason to assume that the final game will take way longer than it's already taken. I'll make sure this is clear in the Kickstarter video.
>Most developers barley publish anything before the Kickstarter.
It's a little too late to do anything about that. I don't have a time machine to fix this.
>For Yandere simulator, I bunch of effort is being out into the Prototype and people will assume the final product will take a very very long time to make because the prototype took so long.
As I mentioned in my V-slice video, the current build of the game will become the final version. We won't start from scratch.
>So much stuff is being done on the prototype that should be saved until post-Kickstarter.
This is your opinion. I disagree. I believe that the work I'm doing on the game right now is essential to building a demo that will convince people that I'm building a quality game.
>Nothing more to discover. You keep saying in your videos that Osana will pretty much have every feature in the demo. This may hurt your game if you add all the features in before a paid access.
The demo will have all of the core gameplay features, but that doesn't mean you'll get the full game experience from the demo alone. Each rival's week will present different challenges.
>Drama. If you postpone the kickstarter it will A. Cause drama from people complaining about a delayed kickstarter that was scheduled for 2019 and
The worst possible drama that could possibly happen has already happened. Any additional drama is like a single drop of water in an ocean.
> B. There could be new drama that occurs in the time between now and the kickstarter that could hurt the games reputation again and make it harder to release a kickstarter.
Well, if you find a time machine, let me know about it, so I can fix this one.
