sure the page looks raggedy and hashed together, because it is. i'd rather work on the game than spend 2-3 days putting together a proper kickstarter page.
See, but even if Konami
were going to sell you the license, they'd obviously do a back-check on who you are. If you showed them your YouTube videos, it wouldn't be hard to trace your username down to here. And this line that I quoted here? If you can't even take a couple days to put together a well-produced Kickstarter page, why would Konami trust you with the CV license? How would they know if, now that you got the license, you're going to put together a well-produced game? Or that you'll even finish it? You can say you will on both those questions, and most of us here even believe you will. But you need to
show Konami, not
tell them. And if you can't even be bothered to take the time out on your Kickstarter page, it creates a
really bad first impression.
for the price point, i have over 200k views on the original castlevania video. i would need less than half of those people to do a 10$ donation to reach the point.
the majority of the money would be for the license, the other 20-25k are an estimate of what i'd need to pay decent 3d artists for their work.
the rest would go towards obtaining a license.
You're going under the assumption here that 200,000 separate people watched your video. Some of those people commented multiple times in a comment thread. Most of them don't just stick around until the next comment pops up. They leave the page and when they get a notification they go back to the video to respond. Each time they go back, it adds another view to your page. There are some people that actually even liked what they saw enough to watch it multiple times.
On top of that, just because they watched the video doesn't mean they will pledge.
And also, you still haven't said
how you plan to get the license. Do you even know how? As it is currently, you sound like you're making all these ambitious claims but don't actually have a
plan in place on how to achieve it, which is something you really should have put together first.
for the price points, i put them intentionally high, to keep those donations to a minimum.
again, i'd rather spend time working on the castlevania remake than spend hours upon hours typing in the names of 25 000 people into a credits list who gave me 20$
as an example, if i spend 20 seconds typing in a name, i'll be spending 139 hours typing in names.
if i spend 4 hours every day typing in names, that'll be nearly 35 days of typing.
i could complete a level in the same time.
Just an aside note that isn't meant to be taken seriously... What kind of name would take 20 seconds to write?
Back on a series note: That's what limited reward tiers are for. Make "name in the credits" a limit of 10 or 20. Going off most your comments here and on YouTube, you made it very clear you didn't give the "How-To" on Kickstarter a thorough read. They all you all the things you can do on there, and
how to do it, which I found after about 8 seconds of searching.
and for the kings ransom, i won't be spending 20 seconds on that, i can tell you that much.
a properly rigged, textured and normal mapped unique character model you're talking at least 2 full days of work.
if only 100 people paid the kings ransom, i'd end up having to spend 1600 hours making people and putting them into the game.
in that same time period i could probably make 2 full castlevania remakes.
i could outsource, but expect to pay at least 350€ for a decent character model. that's 21€ an hour, or the average hourly pay for a car mechanic here in norway.
Then that's not only a stupid reward tier, it's an
incredibly scummy thing to do. Let's put into a full perspective.
Let's assume a guy decides he
does want the King's Ransom reward tier. He's clearly got a lot of faith in your game and wants to see it to its completion. So much so that he pledges almost
three-thousand US dollars to your game. If you want an idea of what you could buy with that...
-46 brand new day-one-release console video games.
-70 brand new day-one-release portable video games.
-
Seven brand new PlayStation 4 Pros.
-
Fourteen brand new New Nintendo 3DS XLs.
So instead of buying one of those options, they instead to give the money to you for the reasons above. And you're not even going to give them a properly rigged, textured, and mapped character model. Someone is giving you nearly
three grand and you're not going to take
two days out of your life to give them something that
does not cost nearly three-thousand dollars anywhere else.
You put the reward tier there. You give them something proper for the price you're asking for.
--------------------------
As a final note, you're tossing aside a lot cuz all you want to do is develop games. But as it stands, you can't just do that. Professionalism is key. It's a huge factor in getting people to even
want to play your game, let alone actually having them play it. You're focusing solely on the parts you
want to do, and ignoring so many essential parts simply because you don't want to do them.
Kickstarter page? Yeah, it was a bust. But everyone would have had significantly more faith in it had you just spent the couple days working on it. Had you sought advice to actually put together a well-made presentation. Had a plan that would have gotten you there and laid it out for the public to see. Did the research on how to even get the license and let people know how you planned to do that. A fall-back plan in the event that Konami
doesn't sell you the license (which is very likely). Or just in general, found a much better way to go about this.
An important point that you need to understand is that this Kickstarter still is you making money off an IP that
isn't yours to make money off of. The reason being is that if your Kickstarter is successful and Konami does not sell you the license, you now have fifty extra grand in your pocket. That's
a lot of money.
As a final aside, these aren't meant as a personal attack against you. Take these critiques to heart. Not just from me but from others who have at least tried to give constructive criticism and not just thrown insults at you. Apply them to not only your project but future projects and your work ethic. It'll give you a significantly better image to the public, and people would be more inclined to play your games and share them with their friends; and when you get to that point you're selling your games on Steam Greenlight or something, they'll be more inclined to pay for them. As I said, professionalism goes a long way.