Backed at $28 when this launched. May raise it higher when we get some more concrete details. The biggest gripe I have with the campaign currently is the same as Durante's, the stretch goals are pretty non specific. However this is only the second day and apparently a lot of the staff is busy/sleep deprived so I'll hold out hope it improves.
I don't necessarily mind the gamification of the social media stuff and think it could actually be kind of a fun incentive if they could actually keep up with/ easily tabulate everything they're trying to track easily. One of the big issues most kickstarters run into is maintaining their funding rate. Typically it falls off after the first few days and it's largely through fan involvement, updates, new stretch goals that the devs keep interest high through a campaign. I feel like they were expecting a much lower funding rate though given how blindsided they seem to be.
Yes you guys love to echo this phrase over and over. If it's a donation then arguably the devs should be EVEN MORE transparent. Think of every organization that wants donations, they usually provide a breakdown of where the money is going to inform the donators of how much they will be helping and contributing. At least an investor is getting dividends, here you are giving money for blind faith.
Guys, please send me $150,000, I want to go buy a piece of gum, it will take more effort than adding cheat codes.
Many kickstarters do give a pie chart cost breakdown for their costs and it'd be nice if they added one for Bloodstained. While I find them useful and it gives me confidence that the developers know what they're doing, it often just results in backers arguing over how "X Feature doesn't cost that much" as was made terribly evident in the Skullgirls Indiegogo campaign.
As has been said many times already, stretch goals don't directly equate to the cost of implementing the feature. Any stretch goal amount will typically exceed the amount it takes to add the feature and the remainder goes to misc dev costs, kickstarter fees, failed pledges, etc. I remember like half the Torment:Tides of Numenera stretch goals were "more reactivity" or some such. Really nebulous stuff, but I have faith they'll deliver on it because they have the experience and writing chops to handle it.
Often you'll get piddly little "cheat code" type features between more major stretch goals because trends have shown that if you place goals too far apart it will kill the funding rate so it's good to have smaller goals between them that won't eat up a lot of time or money developing.
And the reason no one's sending you $150,000 for gum is because we have no idea who you are or what you plan to do with the gum. Something I feel like a lot of people ignore regarding Kickstarter is if someone runs a kickstarter and then fails to deliver what most of their backers want they're unlikely to ever get money from crowdfunding again. And since most of them went to crowdfunding since they couldn't get their games greenlit by a traditional publisher it's pretty much over for them.
An unknown can start a kickstarter promising the moon then vanish into the night, but a high profile failure for someone like Iga is probably the end. There's a lot more riding on a project like this than a lot of people assume and it's not free money as some think.