I don't think they should be telling anyone how making a game works. Everyone likes to forget how Skullgirls was a broken mess longer than it wasn't, but I remember, Mike Z.
Lets take a look at the long road from Skullgirls.
Skullgirls gets released
- had to bump it's release in order to profit and appease publisher (Konami)
- Lacks some basics and a small roster as a result
- Autumn Games gets hit with multiple lawsuits
- Funding for Skullgirls is halted shortly after release.
- The entire Skullgirls development team was laid off by Reverge Labs (nobody has even gotten paid yet)
- Patches and Updates the game were halted by and had to be re-submitted multiple times (which cost nearly $10k per patch back then)
- Fucked over big time by their publisher Konami (No support, had game delisted)
Lab Zero is formed
- Skullgirls fans raise $75k+ for breast cancer research in order to get a main stage spot at Evo. Placing 2nd place in the lineup.
Skullgirls IndieGogo Campaign begins
- Sets goal to make one character for $150K. Reaches past initial goal in less than a day.
- Sets goal for another character, which gets funded.
- consecutively hits every single stretch goal in it's lineup since the campaign start.
- Starts work on promised content
- Delivers content to owners of game free
- produces double the amount of content than was promised, characters, music, stages, voiced story modes, EX modes, ETC.
- Is able to support future updates: Online lobbies, PS4/Vita port and so on.
I think I can trust Lab Zero to not fuck around with my money.