The first thing you should do is simply jump in. Stop reading a bunch of articles about doing a Kickstarter and just do it. You will learn a lot by doing. Then go back and read about it.
Things to know:
- You can fill out all the info for your Kickstarter project and then share a link with people to get feedback.
- It can take a few days to be approved. If you choose the fixed funding duration, then once you are approved you then get to choose when to launch. You don’t need to worry about it going live unexpectedly after approval.
- Signing up for Amazon Payments is a bit of a pain in the butt. Start that process well in advance of your launch because it can take up to a week. Companies need to use a fax machine (yuk) to fax a bank statement and EIN filing.
- You can change the following after you submit:
- Putting together a Kickstarter takes LOTS OF TIME. We have spent several man-weeks putting ours together.
Now things you should do:
- Study other similar Kickstarter projects. Most well funded projects have a great video, but if you are reading articles about Kickstarter you already know this.
- Contact people that have backed numerous projects in our category (some have backed several hundred projects). These people probably know better than you what resonates with the community. You are almost certainly too close to your project and there are probably things you assume people will know or figure out. You are probably wrong.
- If things aren’t working out, change things.
- I am no marketing expert, but I do know you need to market your Kickstarter. Do it any way you can. If you launch and pray you will almost certainly fail.
- Be reasonable with your goal. If you are raising several hundred thousand dollars for a game and you aren’t a major player in the industry, or have some massive following external to Kickstarter, then you will almost certainly fail.
- LOTS of worthy projects fail.
Good luck!
We just launched our Kickstarter today… time will tell if this advice is worth anything!
Back Poker Smash on Kickstarter!
Since I joined Void Star Creations to help with Junction back in March we have been keeping our eye on Kickstarter to raise funds and create a ground swell of support. Kickstarter is an amazing platform that provides exposure and funds to worthy (and some less worthy) projects that might ordinarily not see the light of day. There are many engineers, designers, film makers, etc out there that have amazing passion for their work, the ability to create something truly unique, and the drive to do it. But that isn’t always enough. Enter: Kickstarter.
We want to do a Kickstarter when the time is right. We thought this was several months ago, and we created a mockup Kickstarter page and video and got ready for a launch. Then we solicited some feedback from peers and the consensus was we weren’t ready. We just didn’t have the right message, and although our technology was significant, it didn’t look pretty yet. One of the major things we struggled with in this process was whether to make Junction a paid game for Kickstarter, or to keep it free like we originally intended.
On Kickstarter (and in life, in general) people like something tangible for their money. If people are going to pony up their hard earned cash for a video game, they want a copy. If the something is free, it is a tough sell to ask people to pay for it. That much seems obvious. To date, almost unanimously, successful video games on Kickstarter have offered a copy of the game as a reward to backers, most of the time at a discount. Seems perfectly logical, and it works very well. But what if you want to offer a free game? How can you offer people enough value to contribute funds?
We asked this very question on Quora a few weeks back, and got a few thoughtful answers, but still felt no closer to a decision for Junction.
Greed Monger has successfully answered that question, and definitely shown that a free game CAN make it on Kickstarter. Their goal was a modest $30k, but they were able to triple that number and raise $90k for a free game.
How did Greed Monger do it?
They had a very well thought out Kickstarter page, a decent video, and they kept people up to date on Greed Monger incessantly. But, in my mind, this wasn’t enough; they also needed proper incentives. Their incentives were very simple: they sold virtual real estate in their game. The more money you contributed, the more real estate you received. This is a concept very simple to understand, people understood where their money was going, and you can see in the numbers that people were willing to pay money for that real estate.
The Numbers Don’t Lie
They had 243 backers at $25 to get one parcel of land, but then 122 backers at $100 for 4 parcels of land. One might expect (I certainly did) a heavy rate of decline in the desire to contribute additional money past the basic point of entry, but this did not prove to be the case. As a result, Greed Monger raised more money from the $100 tier than the two basic beta access tiers combined: $6675 for the $15 and $25 tiers vs $12,200 at the $100 tier. Amazing.
But then their $300 tier was even more successful. They gave out a disproportionate amount of land at that level (16 parcels of land at $300 vs 4 at $100) and they had 63 backers pulling in $18,900. WOW is all I can say. That incentive clearly works.
I have been studying Kickstarter for months and I have not seen such willingness to go beyond the basic tiers in any other game.
-
So the Answer is YES
A free game can make it on Kickstarter. So that’s the route we will go, and now we can go confidently.
Look for the launch of Junction on Kickstarter in the next few months!
Chris
Void Star Creations
Air Combat!
Ragdoll Part 1
Ragdoll Part 2
[video]
Well, almost all of them.
As we were writing a utility to send out newsletters for Junction we realized a weird problem with the way unsubscribe links work: they aren’t secure.
If you get a Google alert email and forward that on to someone else, the person you forwarded it to can unsubscribe you from the alert by clicking on the unsubscribe link. Same thing for most automated email, from Bloomingdale’s to The New York Times to Groupon. Do you trust everyone you forward these emails to not click that link?
Did I just blow your mind? Probably not. But, I do find it strange that nobody seems to talk about this more often. In fact, I don’t think I have never heard anyone else talk about this.
The solution to the problem is simple: require an extra email to be generated that only has a removal code. That is something you wouldn’t forward as there would be no purpose. The problem there is that people that want to be removed simply don’t want anymore email from you. They are probably already angry they just received that first email from you, so sending them another email will probably piss them off even more.
I am sure a lot of developers understand this gotcha, but how many non-developers realize this when forwarding their emails? Does anyone redact the unsubscribe link on a regular basis when forwarding emails?
What’s your stance on this? Should applications take the extra step to secure the removal, or should we just let this become a real problem before it gets a fix?
We came up with an interesting solution to the problem of streaming game events to the web and thought we would share with the community. Please let us know what you think!
String id = request.getParameter( "id" );
String lastEvent = "dummy";
int i = 0;
pr.append( "" );
while( !pr.checkError() )
{
String event = getLastEvent( id );
if( !event.equals( lastEvent ) )
{
pr.write( event );
pr.write( '\n' );
pr.flush();
lastEvent = event;
}
Thread.sleep( 500 );
if( ++i % 5 == 0 )//every 2.5 seconds put something out to the stream so pr.checkError() can know if it is closed or not
{
pr.write( '\n' );
pr.flush();
}
}
displaystuff( { "event": "kicked a box of donuts" } );
displaystuff( { "event": "ran into a donkey that he swears he knew from somewhere" } );
displaystuff( { "event": "read the lord of the rings trilogy backwards" } );
<script>
function displaystuff( json )
{
//do something with the json to make it display in the webpage
//something like
var html = processJson( json );//some function that does stuff with the json
$("#liveevents").prepend(html);//need jquery for this one, this will prepend our html where we want it
}
</script>
<script src="http://<server>/live?id=<userid>"></script>
<iframe height="0" width="0" src="http://<server>/live?id=<userid>" style="visibility:hidden;display:none"></iframe>
<script>displaystuff( { "event": "kicked a box of donuts" } );</script>
<script>displaystuff( { "event": "ran into a donkey that he swears he knew from somewhere" } );</script>
<script>displaystuff( { "event": "read the lord of the rings trilogy backwards" } );</script>
pr.append( "<script type=\"text/javascript\">document.domain=\"yourdomain.com\";</script>" );
<script type="text/javascript">document.domain="yourdomain.com";</script>
<script>parent.displaystuff( { "event": "kicked a box of donuts" } );</script>
<script>parent.displaystuff( { "event": "ran into a donkey that he swears he knew from somewhere" } );</script>
<script>parent.displaystuff( { "event": "read the lord of the rings trilogy backwards" } );</script>
Check out some more screencaps of the upcoming game Junction!
[video]