After that you still have all the time to sit down with the team and rethink your strategy.
And remember, what doesn't kill you makes you stronger...

He's rethinking his plan. The whole Kickstarter thing worked on paper and not in practice. There were so many things wrong with the idea that I refrained from ranting on this thread which would quite possibly into a flame war, but in all seriousness give it about 2-3 months and then maybe resurrect this thread because by then there might be a plan B. Who knows maybe it would happen sooner.stachlj958 wrote:What are you doing with the game now? I'd still love to see it on the dreamcast, and if that's not possible, I'll still get it somwhere else.
You know you just pointed a problem i wanted to post about.DCGX wrote:I didn't even know of that Kickstarter
Yes and do it before ks launches. Onine media, magazines, communities, forums, fb groups, do twitch streams etc.You have to reach out to as many communities as possible to get them interested in your game.
When i read it only one thing come to my mind - how this game didnt get funded?! I think you need to specify it in your future campain. I guess people like when a team will be working on a project as a real job not like a hobby, for me it gives more trust to a project. I think that a fact game is completely made from scratch should be one of things that you need to rely on while promoting the game along with other unique features.The goal was even below what we calculated the game would cost us, in terms of work hours. We are talking about hundreds of original 3D models, 100% original 10 stage designs (not just 5 as many classic arcades and other recent indie efforts), mechanics, different environment physics, thousands of textures, and all of that for a 15+ year old console. This is not Unreal Engine, Havok or whatever. If it wasn't a confidential (by a non-disclosure agreement) document, I would gladly share the work hours estimation here (we've always aimed for total transparency, you guys know that already). We decided to price our work hours at $10 and some of us (yours truly) even agreed to work for little to nothing. We knew the game would imply many more work hours and still decided to do it because we love the project, love the console, and loved the idea of bringing something completely new to the scene.
IMHO:I wonder what made Dreamcast fans hold out on this one, if you look at these successful Kickstarter campaigns:
Alice Dreams Tournament - €28,101
Saber Rider and the Star Sheriffs - $96,591
Elysian Shadows - $185,322
Pier Solar HD - $231,370
Redux: Dark Matters - $53,121