D-E-V-O-L-U-T-I-O-N
I tried this out today, you've put a lot of work in the damage system and environment (even considering that enemies are currently placeholders). I also appreciate you giving us a free uncensored code, without that I probably wouldn't have bothered to be honest.
I apologize for this being so long, but I hope you read it.
Some notes on the game as it stands (obviously there's a lot to do)
- Need vsync (I can force this at the driver level but screen tearing makes me nuts). Most games make this optional, however, since some players prefer frame rate over everything.
- Third person mode currently is *very* awkward, the camera handling etc. Third person mode should be playable (in this demo I could not fight in third person)
- If you have a playable third person mode, one idea would be to have a 'photo mode' which freezes the game mechanics but gives full control over camera positioning (you'll want to put up invisible barriers or a range limit to prevent spoilers or player map exploitation - i.e. being able to safely peer around corners etc)
- There should probably be dodge, crawl mechanics
- You have an amazing amount of text typos
- I like the overall feel of the gun mechanics (third person notwithstanding)
- The amount of model detail for the solo adult action is impressive.
- Most of the game assets look good (I realize you probably have purchased most if not all of them but still).
- The breast physics need work. (I actually think it's partially an engine problem, I've seen the same issue in other games.)
The game does have impressive potential, and I back a lot of games on Patreon, but when I went to your page again this evening and I see that to get the uncensored game I have to commit to $11.50/month, my reaction is... "we'll see where it's at it in six months".
If it had been around $5, you'd have another backer right now. (I may go ahead and back you at your lowest tier just to support the project but the rewards aren't attractive and the game is censored.)
(Full Disclosure: Right now I am backing three games at a $10/month tier. One is a fantastic RPG that has been completable for awhile and is in a nice polishing stage, I will likely drop to a lower tier when it's "done" and we're off to the next project. The second is a popular game that back on a lower tier normally, but I had some specific content I wanted to commission. Finally, the third is an ambitious action RPG that has shone a lot of progress and deep commitment on the developer to produce a good game. It has a long ways to go yet but the progress has been good enough to stay at that tier. My overall monthly Patreon bill, honestly, is too high as it is, my bill for June was $140.81.)
Why? It comes down to money and risk.
Completed, this game would likely retail (assuming the roadmap is completed and you end up with a great, fun, polished, adult shooter) for $19-$39. Let's use the tier the people will likely want, your "Standard Class" (Why? Most people who back are going to want it for the uncensored version.)
This is going to take
at least 2 years to complete (probably more), and that is assuming that unexpected things don't happen (family issues, health, computer explodes, etc) or there are issues during development (need to redesign this mechanic, this level design isn't working out, there's a technical issue). For a "standard class" backer, at 2 years, that is $
276. (I know a percentage of that goes to Patreon.)
So, I would not only strongly recommend
against using uncensored versions as your gating, but you should have a more gradual tier pricing tree. Otherwise you're going to have very short term backers, unsteady backers (your fans will pause/stop - wait 6 months, do a month to see how the game is, repeat), and the people that will just kind of 'looks kinda neat but too rich for my blood' and forget about your game (or pirate it later).
You can have different carrots other than the uncensored version, you could have say the first tier gets builds a week after the 2nd tier, etc. Higher tiers could have voting rights on artwork, designs, proposed game mechanics and content. (Many projects do a combination of these exact things).
If you're worried about people pirating your game, that is going to happen whatever you do (just look at the pirate/game marketing war of the past 40 years) but will be especially bad if people feel like they are being ripped off or fleeced.
Most people don't have a problem with paying a fair price for a good product.
There have also been far too many projects, here, Kickstarter, all crowd funding that look promising, and then the creator vanishes (gets bored, feels overwhelmed, feels pressured, has health/life issues, etc) and the backers are left holding the bag.
Now
most of us know there risk and we accept that (that's why I have a policy if a creator stops posting completely for over a month, I will drop them. I might come back, I might not. The exception is if they post, in advance, that something has come up and they need time. The better ones will even pause payment collections).