I meant that knowing the characters through the game itself, not so much production, would make VA's seem more legitimate.
Which is why we have a lot of character development planned

Remember, this demo was only 1/7th or so of the story at best, and that's assuming you read all the databanks and found all the cutscenes.
There's not necessarily anything bad with VA's, especially JAV VA's, but English ones are a bit risky since it's a new frontier on that.
Which is why we're doing it and going with only the best; some of the people who voiced this, I can't say who they are because of aliases, but they're known to millions of people for their voicework in AAA stuff within games, movies, TV, etc.
Moaning/SFX voice is one thing, but back-and-forth dialogue for the whole thing seems over the top-- considering the scale of the game and how long it's going to be in development.
If it were a game, then having things like that focused on later, it might be more cost-friendly because you could get solid feedback through the transaction rather than putting it on on the first step.
Not sure what you mean about both of these; the scale of the game is rather large, which is what we've been going for for a while, and the remainder of development shouldn't take more than a year from where we're at now, at the maximum. We've already got the 4th level halfway completed, and the final level and final boss fight is all that remains. Also not sure what you mean about "solid feedback through the transaction" or "putting it on the first step"; if you mean feedback for the game itself, we can still get that in real time from backers on the Discord and Patreon (which, by the way, as you've been a Patron for a while now, how come you never voiced any of these concerns on the Activity feed or in the Discord?

) with each successive build.
(Speaking about costs, by the way: the music so far for Future Fragments has cost us as much as all the voice acting combined, and sound effects alone have cost us half as much as all the voice acting combined.)
Additionally, as I've noted before, voice acting doesn't really delay us; for cutscenes, I write up the dialogue regardless on spreadsheets because we need it to reference it easier for cutscene changes/seeing what stuff links up to what, so for the voice actors all I'm doing is just adding in the emotions on the side of the lines which takes about 5 minutes per cutscene.
As a last note, I'm not sure why you feel it's over the top; most modern games nowadays have full voice acting, and no one really seems to think that's over the top, right? So given that we want to make this a full fledged game that's aiming to compete with anything that's considered solid on places like Steam and other such websites, full voice acting should be mandatory (plus, so far the feedback on the voice acting has been overwhelmingly positive, with very few people saying they disliked it at all).
But yeah, you should join the Discord and give feedback there too, plus respond on the Activity Feed; I respond to all questions or messages in all of those places, as well as emails too.

It's fine to post that here also, but just noting that as it says you've been around for years, that's one of the things you should be using if something concerns you, as we do take feedback seriously.
Haven't had the time to finish the demo yet but I've enjoyed it thus far.
Since we're on the topic: I quite like the voice acting (especially Vie) and it's nice to see that you're actually putting that Patreon money to use unlike so many other projects.
Yeah, that's the big thing; we want to put that money back in the game, not just pad our pockets with it. If we can get enough to live off of comfortably, then probably 95% of the remainder of that money goes right into assets like voice acting, music, sound effects, better computer components or replacing broken ones (like drawing tablets or a monitor or something like that).
I would like to point out a bug, too:
I'm using a gamepad (Dual Shock 2 connected via some generic USB converter) and I'm having trouble properly mapping the controls.
The two buttons that are mapped to Z and X for menu control (Button 1 or Triangle and Button 3 or Cross, respectively) refuse to give up their functions of jumping and shooting even after remapping them. This leads to the annoying effect of having my jump button always shoot as well once I configure the controls the way I'd like. I have checked that JoyToKey is not active since it is usually the culprit of these kinds of issues.
There's still some oddities with Playstation controllers compared to Xbox ones, which is something we have to fix in later versions; worst case scenario, it may not be possible because while an Xbox controller matches up pretty well with just about anything made for Windows, Sony's stuff, especially through a USB converter, isn't designed to do so as cleanly and so a lot of issues come from that. It's still something we plan on fixing though; for now though, sorry!
