It's been March of 2016 since Panda was released for the Nintendo 3DS, and I gotta say it feels damn good to be working on another project that I feel passionate about.
The process of working on our 1st title was stressful in many ways because we were learning not only about the process of making the game, but in how to network, how to work with close friends and co-workers and how to market oneself as a legitimate presence in the gaming community. Something I would stress the importance of is choosing wisely with who you decide to partner and work with because it can lessen the quality of your game, and it can make your life quite difficult if you can't manage to share the weight evenly among everyone involved.
Although their process for developers has changed and been updated a great deal since the release of our game, learning how to publish for Nintendo was another nightmare I don't care to relive, which has lead me to believe it's better to publish on another platform. Dealing with the foreign aspect of simply creating the required Nintendo eManual has taught me that Japan relies on old information and processes in order to make their games. I can understand why the industry considers them falling behind the rest of the world in terms of game development.
Kickstarter brought along it's own problems, especially when it came to time management. Having to change focus from game development to simply create posters, tee-shirts and other rewards only served to slow the process down. Although I suppose now that I've had years to reflect... I'd probably consider it again, but would definitely refine the process and build up to the actual "release" on Kickstarter allowing people to be aware of the project before hand.
That's my rant for today. Just needed to throw this out into the void.