Very interesting concept. I really do not understand the business model; what does it mean to "buy into the project" now? Distribution channels? Sustainability? Growth opportunities?
I think for a home project "with your two kids", and without having demonstrated another game you have made, you should be selling copies on your first kickstarter for the lowerst tier - 5 euro. Which is still ten dollars where I am.
I think you would extend your organic reach at this critical phase. You aren't asking for much money overall. What you really need is people playing and talking about this game. Its a cool concept and if people play it and you get a community onboard it will rocket. If you dont get early players I think you'll have a hard time.
Awesome concept - 1970s space tech, but the economic model? I dunno, space tech was an expense "for human achievement" and really cost a lot, so I wait to see how (other than launching satellites) you will game an economy.
Thanks for the feedback. You are right getting an economy working will be hard and slow, and it will become quite heavily subsidised for some time. Sharing the infrastructure you build (space tourists...) could certainly work, and to some extent sending some raw materials to orbits, which is cheaper to do from the Moon than from Earth.
I understand your comment on the price point, this is a topic of endless debates, I aligned myself on the price of similar indie games for the genre. Maybe you are right, but you are the first person mentioning it is too expensive.
6 comments
[ 3.6 ms ] story [ 21.8 ms ] threadThe video-game business model is pretty simple: sell on PC for a one-time cost of around $15-25 through channels like Steam.
I understand your comment on the price point, this is a topic of endless debates, I aligned myself on the price of similar indie games for the genre. Maybe you are right, but you are the first person mentioning it is too expensive.