1. Would you do it?
2. How would you do it?
3. Would you lose creative control?
4. What size royalty would you expect?
I'm glad you posted this, because it goes to show a fundamental difference between you and I. As an artist, I want good art. Even if I do not get my investment back, good art is worth every penny. I cannot sleep if I made something that isn't my best. So video games, music, art, books, whatever I do is about my work as an artist, not money or finances.
Right now, I do not have a strong internet presence, no matter what I produce. I just posted this video about my music, and it has no views.
But I don't care right now, because I am happy with the music I produced . Such is the case of a starving artist. The art is worth it every time.I don't think it's about "strangers vs. knowing people". I think there's a certain swagger to influencers that prompts people to donate to them, whether they know them or not. Politicians, athletes, influencers, pop stars, celebs, socialites, people that don't need money and might not even ask for money get donations and gifts all the time. But in some ways, their personality, aura, swag, or presentation governs this. For artists as myself, I've never had that. My talents in life do not include marketing, selling, or the like. This is the best I could do in this video to promote my game, and across Tiktok, Youtube and IG I think I've gotten 3 likes. So it's not a strength of mine to be an influencer.
You can leave the thread if you cannot contribute anything useful. The ability to deliver does not outweigh what you are delivering. If it is a trash idea you are delivering, then I see no point if the technical issues are all fixed. A sound mind would play my game, as many have, and review it for the merits it offers. A troll won't, and will judge the book by it's cover. Take your negativity elsewhere. I did not ask for an evaluation of my game in the OP. A simple look at your avatar and mine shows that you don't value creativity as I do. So of course you are blind to what I have to offer.
And to say that money cannot fix technical issues is so ridiculous. As I said, you can buy talent to fix technical issues, you cannot buy creativity, that comes from God.
Money can guarantee you you fix all the technical issues in a game. But it doesn't mean you have a good idea, a fun game to play, or a cool character to follow. I obviously don't have a lot of money, which I mentioned in another thread. However I stand 10 toes down next to my character, my ideas for a game, and (with money) my ability to hire talent both for technical issues and creativity. Thanks for sharing your personal priorities, but know that I've gotten positive reviews before and I have young fans, but they are broke, which is why I made this thread.
Social media is strange.
I heard stories of people with huge followings who couldn't get one person to show up for a meet and greet.
I heard plenty of stories of people who went viral and even got donations over a rant.
I believe I have a solid prototype and a great game concept, but I have never had an internet following ever no matter what I produced. My GoFundMe for my game has got 3 donations, 2 of which come from ppl I know. So I have not tried a Kickstarter.
What are your thoughts on this topic? Thanks.
https://ronaldaam.itch.io/playturtlegame

Here's my game prototype, Torin the Turtle
Here is a playthrough and review of the game. What are your thoughts? Do you see potential in this becoming a full RPG?
Question 1: Do you like games with voice acting or do you prefer games without voice performances (where you either read what the characters say or they say nothing at all.)
Mario and Sonic, for example, didn't talk on their first games.
Question 2: What do you think of my voice acting? Would you hire a professional, keep doing the voice acting, or drop the voice acting entirely?
I don't know why, but Nintendo is able to focus on making Nintendo games exclusively, and they know their fans will support them and buy their games. They don't have to try and support other games as a strategy.
But for indie game developers with no following, I've heard it has been suggested that you offer to play other devs games to get them to play your game.
How did professional devs start? How did they gain a following? What actually strategies work?