![]() With 200 different species and the occasional “?” creatures that you encounter (and can name), a lot is going on with the game and can be slightly overwhelming. Monsters and Glitches Galoreīesides wandering around as a monster tamer and going to places with your crew, there are other options to explore, such as finding all the monsters you can and even breeding them. If you die, you lose your items, so you have to be careful – if this is something that worries you, you can toggle to easy mode and enjoy a more stress-free experience. There is an option to change your level of difficulty, and this feature allows players to either challenge themselves or to have a casual and memorable time. For those who want to progress in the story quickly, these battles can be your best friend for those who want to strategize in a battle, this may not be your cup of tea. There are so many potential points of failure, from coding to music to art to writing to publishing to manufacturing to etc etc etc.Every run-in can be delightful as battles tend to be short however, that also means there isn’t a lot of joy from fights because of how fast it ends. It's no surprise indie devs take forever to get shit out and have a lot of problems. It IS true, however, that video games are probably the hardest ones to trust in, because video game development in general is already a huge fucking mess, to the point where even long lasting professionals regularly underestimate the time it takes to get things done. (Unless you're into board games, then you're probably fine, they're all fucking huge these days.) Maybe your friend should try the same.Īlso maybe stop treating it like a preorder platform. But there are degrees, and I mostly avoid riskier ones, unless it's something particularly unique or interesting to me, in which case I'll back at a low amount. It's generally quite easy to identify campaigns that are going to have a lot of trouble, so it's up to you to take the risk or not. The others were genuine attempts but had their own unforeseeable issues. ![]() A few of those were in retrospect overflowing with red flags, but they were early on and I learned my lesson. Thinking that Kickstarter funds are free money to develop when in most cases it's more like a loan that has to be paid back with interest is a big mistake.Ĭlick to shrink.I've backed hundreds of campaigns and only had about a dozen fail to follow through. It's quite possible that they're stuck having promised a lot more than they can actually fulfill at this point.īasically, it's incredibly risky to promise digital console codes in Kickstarters unless you have a deal in place to get them for free (we did this with Cosmic Star Heroine) or unless you take into account those costs and set aside that money (and most indies who are doing Kickstarters don't have the kind of money or planning to do so). And since the Kickstarter was over 3 years ago, it's likely that all of that money is long gone. Since the game is being sold for $30 but the Kickstarter price to get a code was $10, it's quite possible that the total cost to procure all the backer codes is more than the total amount of money that the Kickstarter brought in. ![]() I don't know how this works with Nintendo, but generally purchasing codes from a storefront is a percent of the price that the game is being sold for.
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