All the terms you've quoted (1,2,3,4,5) aren't usual for people who were never subjected to game development , so even thought it's something concrete, they will appear as ideas.
Duly noted. That's helpful.
Game prototype usually don't make a good pitch. A kickstarter with only art and no game prototype has a higher chance to succeed than a kickstarter with a full functional engine but no art at all or placeholders.
This is also helpful to know, again confirming the obvious need for an artist.
6. a prototype requires people to download , test it, which takes time. considering that sometimes people don't even watch a video that is longer than 30s.
I'm not sure what you mean here. I can see it being the case that it "requires" people to download it if that's all that I would put on a kickstarter, but I've never even heard of someone doing that (not that I've shopped around extensively, though.) I've personally only ever seen kickstarter pitches with a video and a static page as the pitch. I'm not even sure I would want to include a prototype on the kickstarter, for the very reason you state, that probably nobody will invest the time.
I really like these two genres and I think this mashup could potentially appeal to the union of their fans
Is this something you'd have fun playing?
this + the fact that you're asking questions about kickstarter is what screams insecurity.
OK, so like I said earlier. I am asking, and I guess there's no way for that not to be true, then.
It doesn't mean that's how I would present myself in a kickstarter pitch, though, if, for example, enough people convinced me the game idea had potential and I thus worked on it more.
If you're not confident that your game has potential and you need to ask that those questions, then you're probably far from being ready for a successful kickstarter. (not to forget that kickstarter has changed over the past 2 years)
I'm interested in your last sentence, as I wasn't aware. Could you describe a bit how it has changed?
You might find someone willing to work with you, hopefully, but i'd rather not be optimistic about that. The success rate of collaborations with future kickstarter fundings is really low.
That also is helpful to know. Thank you.
And you'll need a following (twitter, facebook etc...) which takes time to grow.
That's true. Currently I only have 36 followers, from dev-logging and #screenshotsaturday'ing about the game all last year, and about 50 facebook subs on the game's page, if I remember rightly.
But well it might depend on how much you're asking.
I see. And I was about to ask your opinion on that, but remembering how art-dependent the pitch is, I guess you wouldn't really have anything to base your opinion on at the moment. Unless you wanted to give a theoretical range.
One other thing I hadn't realized, that I read in another thread here on tigsource, is that (in someone's opinion) kickstarter campaigns themselves can take 6-8 weeks to prepare for if they hope to be successful. That's the kind of time scale that I guess I would hope a marketing freelancer would commit to in exchange for future kickstarter fundings, which, while fair when compared with how much time I've put in already, does perhaps seem unlikely. I wonder what all that time consists of exactly, but again marketing is my least favourite part of the indie scene.
Anyway thanks again for your thoughts. I also welcome anyone else who wants to chime in with indie market and/or kickstarter insights.