Do you mean their stretch goals? Or is it supposed to be another breakdown?
Also, can the KS users choose how many days their campaign lasts?
A breakdown like this:
A breakdown that shows what the money they're taking in will be spent on. A proper breakdown shows that the developers have given serious thought and research to all the costs they're going to face once they get funded, and not just slapped a random $45,000 price tag on it hoping for the best. It also lets the backers make a more informed decision on what exactly they're spending their money on.
And yes, Kickstarters can choose how long their campaigns are active for. 1-60 days I believe.
Typically though, the rule of thumb goes that if you can't make your funding in 30, you're not going to make it in 60.
This everyday forever. It wont even add anything to the gameplay, they clearly aren't budgeting well. I just want another skullgirls success story, ya know?
I know you're really gung ho about supporting these indy crowdfunding things, but try to remember that Skullgirls came froma a VERY different place than a lot of these projects.
Firstly - Skullgirls was picked up by a major publisher and their game was
finished before they went to crowdfunding. They were not an unproven, unfinished (in some cases unstarted) project. They had a game on digital store shelves already and a history of working for free out of pure dedication to the project as proof of how they were going to treat any success they made off the campaign.
Secondly - Skullgirls had a professional games programmer and well known tournament level fighting game player helming the gameplay design half of the project. In virtually all of these projects I have not seen anything like that. They're most often artists with a game idea and then programmers come second. (Which
is how Skullgirls started, but not where it was by the time they were actually published. Coincidence?)