Yeah, you're right. I see your post now, it's dated February 11th. I did reply to it but it doesn't seem to tell me the exact date. So yeah, seems I replied to it after you discontinued your pledge.I was a patron, I guess you did not read my previous post, for only a dollar a month. I pledged the dollar just because AG offer the NTR path. I pledged before I ever played the game. I might have pledged more based on future content. I ended up cancelling when the promised update came and went without explanation. I had asked about an update on your Patreon page and after a few days passed without response, I discontinued my pledge. I believe that you did respond a few days after I cancelled.
Why do NTR games not get finished? My guess would be because they don't make any money. If a game is successful, it does not usually get abandoned. When asked about successful NTR games, the one that always gets held up as the example is BB. Darksilver has a lot of patrons. It is my understanding that the NTR was put to an end before DS had intended because of all the complaints he got. By the time I played it, there was already a mod to take the NTR out of the game. It is also my understanding that DS is recreating BB in his game Glamour but this time without the NTR. Why would the possible most successful NTR game creator now avoid NTR? In my humble opinion, it's all about the Benjamins.
As for the games that get discontinued, well, Sturgeon's adage applies here. 90 percent of all games here are bad. Thus it stands to reason that 90 percent of NTR games are bad as well NTR game that does deserve more patrons as of now. I think you'll have a hard time naming an. The problem with that is there are 10 percent of games that do deserve more patrons and with a bit of luck and perseverance, they do get what they deserve. Tyrant is one example there. Another example, and one of my favorite H-games, Seeds of Chaos is making a decent sum as well. So in my view, the key is to keep delivering updates with consistent quality and a more or less consistent development cycle along with some good marketing if you do all of this and the game still doesn't become successful, well, that's just tough luck. I've worked on another game for over a year with very little patronage and relatively decent ratings so that doesn't bother me much but comparing the two games, Lord of Imagination is definitely looking more optimistic, especially since I have a lot more freedom to tell the story I want to tell here whereas there I was pretty much forced to confine to the imagination of the other developer.