Thoughts on the demo:
- The new interface has some stark but simple differences from most visual novels, but hopefully it will solve some problems I had with the traditional format.
- I'm trying something wild and experimental with the "bad" endings...my big worry right now is that they're going to steal all the thunder from the main story. ;-)
- Wondering if I need to censor some of the artwork in the demo. There's graphic nudity and erotic content, and I have to figure out the right balance if I'm going on Kickstarter. The feedback I got from my Kickstarter contact was, "use your discretion." This is gonna take some time to figure out.
By the way, I got a question today about Kickstarter and what it is in general. In short, it's a way for people to fund projects they love. Lots of indie games and comic books, not to mention films and physical products, are being funded this way. Check it out here if you're curious:
Basically if you're interested in a project, you can back it for a certain amount of money (and usually receive the product or some type of reward depending on how much you donated.) The catch is that the project has a limited amount of time to meet its funding goal. If it doesn't get fully funded within that time frame (usually a period of 30 days), none of the backers get charged, and the project is cancelled.
Word-of-mouth will either save or kill my project. Once the demo's out, the more people who hear about and like my project, and fund the Kickstarter, the better the game's chances are of being made.
What I'm really hoping is that my KS goes above and beyond the bare minimum I'll need to make the game, so I can make the game not just fun and awesome, but a fine-ass, polished piece of work with more relationships, story, art, and everything else.
Thanks for your continued support, all. We're getting closer. I'd post up some screenshots of the game, but I want to leave it as a surprise for the demo.
Enough blabbing from me. Back to coding...