seandanger, thank you so much for the excellent feedback! I'm really glad to hear from someone who played the demo and appreciated all the time I put into it, that means so much! I'm also super embarrassed by that bug - I don't know how I missed it but I will patch it immediately!
I'm getting a lot of skepticism about the funding goal, and I understand that. I'm going to add it to the FAQ portion of the page, but since you brought it up specifically I will address it here as well. $38,000 is a lot of money, absolutely. It's just that this particular genre A) takes a long time to make and B) typically offers 40-60 hours of gameplay. A lot of that player time is re-usable fights and re-exploring existing terrain, but it's still a massive investment of time to populate a game this size. So with only myself as lead artist and developer, I'm estimating it will take at least ten months to complete a full game based on the foundation you've seen in the demo. I approximated that out to $3000 a month for rent, utilities and food (not unreasonable for LA) plus $5000 for marketing/promotion and miscellaneous pieces of software like what I used to do the screen recording. So the initial goal was $35,000 and then I added a bit extra to buffer the 8-10% fee that Kickstarter charges. So it is an expensive figure altogether, but I honestly think it's the minimum I would need to realistically make a game of this scale. I think if I can get people around the sticker shock and convince them to play the demo (your third bullet point) then the costs will be a bit more understandable, and the full game has a lot to offer at only $10 per player. Most basically I would say this has been a goal of mine for a long time and I believe it's not worth doing halfway; I would rather have a high goal that (if met) will allow me to make my dream game than have to compromise and do something less. Sorry for rambling, but I wanted to answer your concern a bit more directly than however it will read in the FAQ.
Your second point is one I'm considering how to address. The company is so new, it has to rely entirely on my personal experience. Most of what I've done professionally up to now is corporate software, which I can't really discuss due to NDA even if it were more relevant. My prior games work has been mostly small Kongregate projects, which I'm not sure about even mentioning since much of the gamedev community I've seen tends to discredit web games. That's why I've been emphasizing the demo so much, because I kind of want to let that speak for the validity of the project/studio in place of my resume experience.
But I'll find better ways to address your various points in the Kickstarter text, your feedback means a lot at this stage! Thank you very much for taking the time to write this all up for me, sorry if I got a bit rambly in my response