7) Last hint is.. unless your site is so groundbreaking that people are gonna want to copy them, ie. Satoshi Dice and Just-Dice, you might as well tell us the plan right now. Ideas are dime a dozen; execution is what matters. Here's YOUR hint - it is ground breaking and people would absolutely copy it. This is why I need to be the first to market with force and dollar backing otherwise I would just do this on my own and keep 100% of the company to myself. My biggest fear is that someone with more dollars than I have comes in and is able to look like the first to market even though it was just a copy of my original game. I want to avoid that and I am willing to give up 40% in order to make that happen.
I'm going to quote what I posted in a different topic since it addresses the same concern:
You may be able to stop other people from beating you to market, but you can't stop them from coming in once you've launched. If your idea can be easily replicated, what's to stop established players in the industry from copying your idea and providing it to the market? This is competition that probably has more resources at their disposal. Even if you get your idea out there first, will you be able to hold on to your market share after the competition starts moving in on what you've introduced?
Don't get me wrong: I'm not trying to be critical. If I am, I mean it as constructive criticism. Make sure you have a plan in place to differentiate yourself from your competition. Do whatever you can to protect your idea from copycats that can reach a larger audience than you (or worse, steal your own audience before you really take off). If this can't be done, you'll have a hard time finding an investor.
Being the first to market doesn't always equate to success. It's common in history for the first of something to be eclipsed by the first imitator or improvement of the formula from someone else. How can your game be protected against your competitors if they decide to move in on it?
Another general question that I don't think should involve you needing to provide too much information at this stage: what platform will this game be on? You predict $5 million first year revenue: what will the source of this revenue be? (i.e. game sales, in-game advertisements, micro-payments, etc.)
Lastly, you also mentioned that you've started and managed other businesses in the past. Can you provide more details about these businesses and what became of them?
Like I said to the other guy in the post I quoted here, I don't mean to be critical; these are questions I can see big investors asking before they provide such large amounts of money for your company. Make sure you have all of your bases covered. Good luck!
Again, this is not a simple game, so I would not call it 'easy' to replicate, but anything can be replicated. So it's not like just-dice that some guy can go build in 2 weeks and have a clone. The game is a lot more complicated and it relies heavily on well optimized and complicated code. It's by no means a simple concept like just-dice. At the same time, this is also my own biggest problem, because if I do not have the resources to get my bugs worked out and game stable and optimized once the cat is out of the bag, then I'm not going to seem like the originator of this idea. First to market is a MAJOR advantage in any industry. I want to make sure that is me. I want to have the best and most bug free and well optimized code out as well as a strong marketing push so I can ensure investors are getting a great ROI and my game is making headlines.
The game will be in browser. It's not a game you need to download or buy a copy of. The concept is very easy to understand and there's no real learning curve or tutorial necessary to understand it.
Largest source of the revenue will be from each game, there's a house rake. Without giving away too much: The longer the game goes on, the more players are enticed to participate and the harder it is for the involved players to stop playing. It's rather addictive and this part of that is already proven and easily demonstrated in the investor deck. The longer the game, the larger the house rake. As more players join the site / game, revenue grows exponentiatlly.
Other revenue sources would come from site fee's for certain things as well as referrals to partner sites (for example, we don't take or deal with fiat currency, and if you need crypto, you'd visit a referral site to get fiat changed to crypto).
Regarding my resume, happily talk about that with investors. Call me shy, but I don't like posting that to everyone on the WWW. I don't plan on keeping it a secret from investors but don't feel it's necessary to be that specific on a public forum.