>>314831368>Lackluster prototypeEven though the combat is fine and the animations pretty, you don't sell a RPG on combat. You sell it on story and characters.
The prototype did nothing to sell us on the story or characters, so people don't care about it, since the combat and platforming should be just the topping of the cake.
>No fan inputOne of the reasons why the Skullgirls campaign got such traction was due to the Character polls. Peopel were donating smaller amounts just so they culd get their votes in.
I remember tons of artists camapigning for their favourites andhaving fun during the campaign.
Leaving the only option to pick an incarnation for a high tier user was bad. Don't make a crowdfunding game if youa ren't willing to let backers have a say.
>BudgetingAs I said before, even thought he aniamtion is great, it shouldn't be one of the main selling points. We don't give a shit if you need 5 animators for 6 months to animate one single character, for an RPG, that's just a vanity point.
Also we don't care that you want to pay all the members of te development team full salary, enough for them to support a 3-people family in fucking LA.
It's not viable for a indie develoepr, even more so one that is literally begging for funds. San Francisco and LA devs shoudln't be expecting full payment for passion projects that are being crowdfunded. A publisher can get slavs or korean devs to shit out something around the same level of quality for 1/3 of the cost and halft the dev time. Just look at Serious Sam and anything done by Croteam.
If you aren't willing to tight the belts why doing a passion project, don't ask for crowdfunding.