Welcome to the forums, kmdalot. I have some thoughts and criticism on your VN. I'll try to make sure it doesn't sound too harsh, because I believe your project has potential. Take some time, and carefully consider the following...
1a. On your website, you state that you intend to sell Memento: Aurora Chronicles for $10 (in US dollars?). Do you have any experience creating and selling independent games? Likewise, have you sold your own fiction, comics, music, or other kinds of media? If not, have you done quite a bit of research, including talking with individual indie game creators?
1b. Please tell us more about your VN's selling points. Do you want people to buy it based on the strengths of its visuals, writing, sound, gameplay, or something else? Will it be sold as one complete package, or will there be additional side-stories and/or free-to-play style bonuses? What sort of people are part of your intended audience? Will you sell your game just on your own site, or do you intend to sell it elsewhere?
2a. You stated that you want to use Kickstarter to fund your project. Why is this? Do you need to pay your artist to create sprites, backgrounds, and more? Do you need to pay your composer to create music and sound effects?
2b. Have you used Kickstarter before? If so, how was the experience? If not, have you done research on how to succeed?
3. You described the themes of M:AC with words such as fantasy, steampunk, and satire. It does not sound like your want your story to be grimdark or overly silly. And it seems you're focused on general plot, and your characters' relationships / slice of life are not all that important. But even after reading your descriptions, I had some questions about the aspects of your VN, such as...
* Do you intend to create a straightforward visual novel (text and images, a few choices that affect the story)? If not, do you plan to incorporate some form of gameplay (such as text/graphic adventure, combat, schedule management)?
* Lots of choices, only a few, or somewhere in the middle?
* How many decisions will make a major difference in shaping the story?
* How many endings do you estimate you'll make? How many can be classified as "good," "bad," or "neutral"?
* How long will the story be? Will it take several hours just to reach a single ending?
4. Ambition is good. I'm glad to see people trying to create large VNs with complex plots and worlds. But on the other hand... we're only human. Life happens, people get sick, and have relationship concerns. Internal conflicts cause teams of game creators to split up. It's easy to get frustrated with writing and coding, and just as easy to lose interest. If you look through this forum (as well as most freeware game forums, webcomic archives, and fanfiction sites), you'll find dozens of promising projects that barely got off the ground, and a few that released only a demo or beta before never updating again. This is why I tend to encourage people to make small VNs first, and then consider creating large and difficult projects.
Having said all this... how do you plan to beat the odds? What will you do in order to make sure you stay organized, update regularly, and release your VN in a finished form? I ask this difficult question because I'm looking forward to seeing it completed.
I like cute romance stories (especially BxG, sometimes other pairings), and I like moe tropes. But I also want to see inventive and ambitious western visual novels. M:AC sounds like something that's reasonably innovative, without being unrecognizably diffferent.
kmdalot wrote:Why the -hell- would anyone use a visual novel format to create an epic fantasy-satire game?
Same reason why creators use comics formats to tell stories outside the superhero and gag-a-day genres. Same reason why creators use video game formats to create content that doesn't fit into currently popular categories (FPS, MMO, puzzle, sports). Innovation does not always sell, but creators should be encouraged to innovate, no matter what their format or style.