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(+1)

That's a nice looking game, good amount of polish. The movement could be much tighter, and the control scheme is pretty bad. There's no real reason to use both mouse clicks and keypresses, and the keys are all over the place... you need three hands. There were some clunky bits where I got stuck after landing a jump, too. If you can make the game's controls tighter to where it feels a bit more fun to play (try watching this for some ideas), you have yourself a Minimum Viable Product that you should be able to get people interested in.

I would not focus on "investors." The way you are going to get this game funded is by patrons... people who enjoy the game and would like to support your work to see it get made. Focus your efforts on marketing it to playersnot investors. Get on forums, start a YouTube channel, set up a devlog and start adding little bits here and there at least weekly. Set up a Patreon page. "Investors" are probably not going to be interested, especially at this early stage and if you have no other work or previous successes under your belt to show. But this is a nice enough project that you will definitely be able to get "real" people interested and involved.

Take it from me... you don't want investors. Investors are a hassle, and your project essentially stops being yours. Do you want to make money on games to escape the daily grind and not have to have a boss? Then don't get investors, because it will become a grind with bosses. You have a really great-looking project here, and I guarantee you if you redouble your effort looking for players instead of investors, you will have a much better time. Build a community for your game instead of just looking for money, and the money will follow.

I'd patronize you myself, but I'm a homeless vagabond wizard. My laptop probably won't even be able to play the finished project :)

But I wish you well, and I'll keep tabs on your project and help promote you once you get going if I can.