Yeah, I wanted Long Live the Princess to be different from the heap of Patreon cash-grabs out there. I want it to be compelling even without the porn, and then the sex just becomes the cherry on top. I've been writing the design document for a long while (the first part of this game's design was written down about 2 years ago, I'd say), so it's satisfying to finally turn it into something "physical".
I've come to realize, since yesterday's release, that the 0.1 version number is kind of scaring people away, and I can certainly understand why. I'm trying to think of how I should approach this problem to quickly build faith in my ability to deliver. My original plan was to create a somewhat substantial release every month, but right now I'm thinking that I can definitely deliver something more often, say every two weeks until the game becomes more established. At that point, I can slow down again.
What do you think? Should I try to pump out small but quick updates the first few months, or should I take my time? Keep in mind that I've been spending relatively substantial sums of money on this project so far, so the quicker Patreon can at least soften the economic blow, the better. Money isn't my goal here, but that doesn't make it unimportant. I don't expect to break even for a long time, if ever.
To get an idea of my development speed, I first started learning Ren'py and Daz 1 1/2 months ago. That doesn't mean I can keep that kind of tempo going indefinitely, but still.