The prototype is a low-effort proof of concept. This means you're focusing on identifying and building the core piece of the 'fun' first. If the prototype isn't fun, you can iterate until it is or you abandon the idea altogether and you haven't wasted a lot of effort developing the other aspects of the game (things like visuals, audio, and supporting mechanics). This concept should really be carried throughout the development process, not just in the prototype. Focus on essential mechanics first and leave non-critical accessories to the later stages of development. This helps reduce wasted effort when core changes with trickle-down effects need to be made and also ensures a viable product is available if the schedule is shortened or development goes over-schedule and cuts need to be made.
To make a complete production of the game with our funding, we really need to prototype at least 3 times, not necessarily with the same players but with different ones or with new characters. Some stretch goals can be delivered before development starts, to keep production running smoothly. We will provide you with some of the more expensive prototypes, if you ask for them. Some lower stretch goals will result in more content and more replayability for those who supported us earlier during the development cycle. Each unlocked stretch goal will be made by combining other stretch goals. Please note that the stretch goals are all in the first tier, and only apply to the first campaign we created with our funding goal. Let's keep this Kickstarter campaign going strong. We would love to get this game out to every backer as soon as possible! We cannot promise dates for.