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As you may have noticed, the kickstarter failed. I was down about it and wondered where I went wrong. One word: hype. In order for people to fund you, they need to know that you and your project exist. This means either you spend thousands of dollars on advertising, social media updates that only your mom will see and then like, and trolling the forums, trying every opportunity to mention your company or game. (Don't forget the link to both in your signature!)

Well, after my failure I was pretty beat up. I tried to get a booth at gencon but they were all full up. After some time off and a vacation, I shook it off. I got back to work this May on a new game and intend to advertise my brand to the best of my ability. As soon as gen con's booths open for next year, I'm getting one. Banners and a pretty demo version of each game should be ready by then.

I have plans for a celebrity and a well known youtuber to play Tile Pile. I kind of know them (?) Basically friends of friends to be vague but whatever. Nothing may come of it so I'm not holding my breath. That just means I have to focus on blowing money and time to advertise something that all but exists right now.

Either that, or im going to take out a loan and open a steampunk themed restaurant like I originally planned.

Comments

First impressions after quick look at your campaign page

45K goal is A LOT for what's in the box.
45K is a goal that a boardgame with minis, tons of cards, huge board etc would have had.

The bid for the game itself is on a high end for these kinds of games as well.
Compare with the price on this, for example - https://boardgamegeek.com/boardgame/2944/halli-galli.

You should really find a way to optimize your production cost or something.
If the costs are too high, even your target audience won't pledge.

Good luck with your next projects!

As much as I hate to kick a

As much as I hate to kick a man while he is down, hype wasn't the issue here. The project itself needs to be improved before you worry about getting endorsements from Dave Coullier or setting up a booth at GenCon (which may not be the best venue for this type of game). As I recall, the biggest problem with your game was that you were including costly components, like a bell and custom round counters, which ended up making the game cost more than twice as much as similar products, like Bananagrams, without the same whimsical charm or aesthetic appeal. As ElfKobold said, you need to optimize your production costs.

Thank you

For sharing your own thoughts. Personally I haven't done a kickstarter but I have been following the game section lately to make a mini study for myself.

I agree with Elkobold that the goal was set to high, but my comment is that your highest pledge is 70$ and that is only 0,15 % and imo it should be closer to 1%.

Your kickstarter profile have not backed other projects and Ive read several places this is important for viewers.

I read it as you didn't spend money on advertising. I dont think it has to be so expensive - but I do believe its very important to get the rumour going. I rather personally back a project that is on 60% of its goal than one nobody else has backed.

To me the most important factor is "finnish/visual quality". I see you put a lot of effort into your movie - and the graphics got a cool retro style. But I think the presentation of it needs to improved a lot. The video quality is a bit too low (i'd rate it 3/5). Cards and pieces could be presented nicer.

What hook brings up is a good

What hook brings up is a good point. Kickstarter is a community of people helping each other make their visions come to life. If you haven't backed even a single Kickstarter it's unlikely others will want to back yours.

It's the same as going to BGG and, as your first post, announcing your Kickstarter. It's a community and you're not likely to be seen as part of that community if you're not participating in/actively supporting that community.

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blog | by Dr. Radut