In PART 1 of this post we talked about the lessons we learned as we prepped for our Kickstarter campaign. Here in PART 2 we will continue with some lessons we learned on the rest of the journey.
LESSON 5: Remember it is your project, trust your instincts.
Kickstarter is a very interesting beast. It is amazing how much personal investment and ownership your backers gain when they back your project. This is both good and bad. It is good because, when a backer feels personally invested, they often want your project to succeed and are more likely to share it with others. It is bad because everyone has their own opinions and when it comes to design decisions and options that may be part of your project you will never be able to please everyone.
In our project, two of the overfunding goals were to bump up the size of the dice. First, from 16mm to 18mm, the second was from 18mm to 25mm. We really liked the 25mm dice and thought that was an awesome goal. The first goal to make the dice 18mm was received very well, but when we announced the goal to make the dice 25mm you would have thought that we were announcing that we were going to kill a baby seal for each set we sold. It was crazy how up-in-arms some of the backers were. Eventually we ended up producing both sizes of the dice and (almost) everyone was happy. The thing we learned through the whole process was that you need to trust your own instincts. It is your project, trust in your vision and do what is best for the project. All of the backers cannot be pleased and it is okay if some backers gripe and complain.
LESSON 6: Limit funding options.
One pitfall we found ourselves in was just offering too many funding options. It is very tempting to offer a lot of different funding options in the belief that it may entice more people to back your project, but this mistake can lead to a lot more work. The more standardized your funding options, the easier it is to fulfill your orders. In our project, the overfunding goals and funding options we provided made fulfillment rather difficult. We basically had to hand compile every order. Do yourself a big favor and do what you can to limit the order permutations so that packaging up the orders isn't so time intensive.
LESSON 7: Get ready to work.
Kickstarter campaigns are much more work than you think they are going to be. Actually, even putting it that bluntly is an incredible understatement. Managing production and fulfillment of several hundred to several thousand orders is no small undertaking. Ordering and managing shipping supplies, compiling orders, managing the mailing lists, the task list goes on and on... Remember to take this time, effort, and cost into account when planning your campaign.
Another thing that we found very time consuming was international shipping. With our project every international order had to have a customs form and had to be processed individually at the post office. Since then we have been investigating what other options may exist, but we have not had a chance to try any of them yet. If you know more about easy ways of handling international shipping, please share what you know in the comments below.
LESSON 8: Get the word out.
Have a battle plan to get word out on your campaign. It is easy to look at Kickstarter, especially tabletop games on Kickstarter, and think, "Fantastic! I'll put my super-awesome game up there and make a mountain of money.". The fact of the matter is that there are just too many competing campaigns to rely on people stumbling upon your campaign and caring enough to give it the time of day. You have to get the word out. You have to tweet, post on Facebook, blog, comment in forums, email your friends, and do anything and everything else you can think of to get the word out. If you don't, very few people will see your campaign and if people aren't seeing your campaign, they can't back your project.
Conclusion
Given everything we learned and went through with our first Kickstarter campaign, my biggest suggestion is, jump in, but know a little bit about what you are getting in to. I am sure we will be running more Kickstarter campaigns in the future and I think Kickstarter is a fantastic way for a small company to mitigate some of the risk involved in self-publishing a game, but it is not all roses and sunshine. For all of you that are planning Kickstarter campaigns we wish you luck and hope many of you will check out our campaigns in the future.
- Dave & Sandeep.