Quoted from pookycade:It would be interesting to see the actual breakdown here. I’m guessing one is below $4K for all parts, but maybe not. So that leaves $6K to pay for labor. John takes $0, Jon takes what ? $4K for all his time which has to be massively undervaluing it for a 6 month development process. That leaves it $2K for the art person.
Yeesh this is gonna be tight. They really need 10 orders of this for it to begin to make sense and give some breathing room.
The next problem is it’s not really a commercial release. I can’t see any mainline or even boutique wanting to take this on for wider release just given theme. It’s not a reputation earner.
I’m not saying this to throw cold water. I mean if someone handed you a dollar and you are interested then go for it. But it really can only be a temporary bridge to something else for this to be worth time and effort.
Have we forgotten that Jpop's original plan was to make 1 Magic Girl, before realizing that doing so was economically impractical? That's when the number of Magic Girls increased to 10, then 13 and later to 20 or thereabouts.
Then came BHZA, 99 of them, plus 25 Cointaker editions, as I recall.
Solicitations to plunk down a deposit on Alice In Wonderland soon followed.
Granted, the Jpop/Zidware debacle was a hornet's nest of mismanagement and noodling. Arguably, Greatwich has the ability to avoid some of the Zidware pitfalls and I hope that he finds a path to success.
Nevertheless, I don't see how Greatwich earns any money for his considerable effort, absent a major stage 2 where his game launches a build numbering in the hundreds. Scale is an insurmountable factor to profit, in my view. If he finds a way to make a profit, he will have discovered the secret sauce that the boutique market hasn't yet tasted.