Kachuna KS Campaign
I was inspired by the anime Sakurasou, a story about a character who builds strong bonds with other characters through sharing many experiences and hardships: fun times, sadness, failures, and success. I wanted to replicate the feelings Sakurasou gave me, so I was incited to make the visual novel His Chunnibyou Does Not Cure!, or Kachuna for short. Before I started on Kachuna, I did tons of freelance jobs, including writing, editing, translation, branding, illustrating, UI / UX, and composing music. With the money I earned, I developed character designs, background art, writing, and other assets little by little. Through working as a freelancer and hiring other freelancers, I earned trust and reputation in the visual novel community, which gave me motivation to stay dedicated to working hard on Kachuna. Making a game is not easy work, and if I do not spend time on it consistently, the project can be delayed or fail altogether. Kachuna succeeded on this front, achieving a very fast development period while ending up with a considerable amount of content. Development began in January 2017 and finished by August 2017. During this time, I had to establish an LLC (limited liability company) in Washington, continue a steady stream of freelancing jobs, keep a positive attitude towards developing the game, and market the game, to finally succeed. For marketing, I ran a crowdfunding campaign on Kickstarter. I released a demo of Kachuna under the renowned visual novel publisher MangaGamer, and was noticed by many people on Prefundia, Itch.io, and Gamejolt as well, reaching my minimum funding goals with time to spare. I feel very happy and accomplished after finishing all this hard work. And I will use this experience to continually release many games in the future.
Here are few things about what people would say about my game:
Like I think its mediocre. Its the same stuff you can find in other visual novels repeated, so it has a deficit of unique selling points. The characters are quite generic too. But its a good product sadly I think that's all it is. It's a good platform to start from however
have u ever watched gymnastics or other dangerous sports where people get hurt? One of the things that keep people on the edge of their seat is knowing that at any moment the person might break their leg or even die. By taking that risk, they dance on the border between chaos and order which makes their performance incredibly interesting to watch. Its what also makes a good game or experience overall to be just on the border between the known and the unknow leaning on one side more than the other creates a mediocre product overall and being extreme creates a poor product
what I find in good games is that they take a good product that's already out there and put extreme restrictions on that model, for example, a shooter without bullets or a sandbox game without controlling a character.