We plan to fix most of the bugs before release; that's what the 2 extra months is for.
Also, while I love Vosmug's stuff and we've worked together, the amount of content in FF is probably bigger than the majority of non AAA games, and even some AAA games too. It's not really a fair comparison.
- 150 NPCs, all voiced
- 120 databanks, also all voiced
- 20+ hours of voicework by 90+ voice actors, all of which have to be given voice direction and have their audio cut up and arranged for each character, then equalized volume-wise, per cutscene
- 150+ cutscenes, most with choices, and most that link up to others for at least 300+ variations of cutscenes
- 50 powerups, with 20,000+ combinations possible
- 1,000+ custom sound effects
- 3+ hours of custom music, dynamically playing
- 20 enemies and 10 environmental traps
- 120+ hand drawn sex animations, no reused animations
- 7 bosses with multiple attacks each and multiple phases, most with gigantic sprites that are again animated with no tweening or other assistance
- 5 levels with parallax, multiple tilesets, multiple backgrounds, and multiple visual flair props each
- Custom lighting and physics engine built for the game
- Full level editor and cutscene creator built for the game that lets users make and trade entire levels of their own
- Multiple level mechanics that are unique to each level
- 400,000+ word script
- An achievements system with 100 achievements in the game, no grinding or fetch quests
- A full glossary and bestiary of all enemies, events, backstory, and worldbuilding for the game
- A collections menu for databanks
- A gallery for all the animations and CGs etc.
- 25+ CGs, each with variant pictures and variant scripts, all voiced of course
- 40+ endings, between the true endings, bad endings, and secret endings, each of which get their own theme music
- The "Ideals" system, where every choice you make in a cutscene (and outside of cutscenes too) adds or subtracts points from any of the 8 "traits" you have; sexuality, justice, hatred, violence, pessimism, optimism, pacifism, and kindness, and your current points affect your choices possible or variant of cutscene you get
- 130+ maps across the game
- Extensive testing by a group of 50+ testers for months to find and document all bugs
- Full custom controller support systems with button prompts and such switching in real time
We're a 3 person team (for the core team) plus two audio people, so I'd say thats pretty deserving of about 6 and a half years of work (as our old programmer went AWOL for nearly a year).
This isn't even considering "things outside of the game itself" like;
- replying to backer messages
- sending out emails one by one by hand,
- answering questions on multiple forums (like this) and on discord
- making game design documents for each team member catered to their skillset
- setting up social media and keeping those updated as well as progress updates
- making marketing materials and trailers
- organizing translations
- working with our casting agency to slot in VAs for specific roles, so each NPC needed a writeup for their personality, summary of their cutscene, voice information, etc.
- keeping track of plot continuity and gameplay content ccohesiveness and making organized documents for it
There's a lot of content and work that goes on that people haven't seen or will never see because it's just under the hood stuff.