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Nightlancer is now live on Kickstarter

Time to put this to the test. The campaign page is now live.

Nightlancer KS page

Comments

Typically, it's the designer

Joseph,

Typically, the designer or developer will assist in this endeavor. I've been directly or indirectly involved with more than a dozen KS projects, and while there are areas where you can out-source some specific area...rules writing, play-testing, artistic ability, including graphic art work, I've not seen anyone successfully use an outside entity to market their product.

Ultimately, this is an area you want to focus your attention. QuestCCG can speak at length of some of the pitfalls associated with having someone else market your product.

Cheers,
Joe

Ahhh, thanks!

Arcuate,

Sorry about that!

As to having the energy...running a KS requires more than just a good idea. That's actually the easy part. Getting your game play-tested more than 100 times; growing the base of interested individuals; writing the rules in a clear, cogent, and comprehensive manner; working the podcast circuit to get your brand out in the public sphere; handling all manner of logistical issues; and finally getting your game produced and shipped by reputable companies requires an incredible amount of stamina.

Cheers,
Joe

Personally, I think you've rushed it.

Personally, I think you've rushed it.

But I wish you luck in any case.

The "Hand Cannon" card looks real cool

I've been "following" the campaign from a distance... I really like "Hand Cannon" progression from sketch to final card design. Looks very cool.

Like in the comments, you should have put a sketch to final card design for several card samples to give a better feel for the artwork.

Your final card designs look real cool.

While I'm not certain about the entire game - I like to back games that I think are worthwhile... And with your final card designs, it makes the game seem all the more worthwhile.

This reminds me of my own KS. I wanted to do/pay for artwork AFTER a successful KS campaign. Everyone told me the time to make the game was too long (over 1 year with 6 months of artwork). So I payed upfront for the artwork (and yes it took 6 months) and I held a crowdsale on TGC once the artwork (and game) were done. I too did not fare too well...

We are going to be working on a KS edition soon - we are in talks. But my advice is not to "go it alone"... There are more and more people that have been through the process that can help by offering to handle details of the KS with things such as Marketing, Production and Fulfillment. It pays to seek these people out...

It's getting more and more difficult to get people to back KS campaigns from unknown authors/designers.

But I want to applaud you for the amazing artwork you are bringing to life... It's very much worthwhile compare to prototype artwork. I guess the next step would be to post an UPDATE about "Mission cards" and compare the prototype version to the final product version...

That too could be helpful!

Thanks for the feedback :) I

Thanks for the feedback :)

I think the main person I need is a PR/marketing/"face man" type. I intend to find someone for that once I've got time for it. Basically I need someone to handle going to game shows, getting my prototype in front of people, etc.

When it comes down to it, I'm happy to handle running the KS, managing the development, talking to artists, doing social media stuff, etc. I'm not *good* at all these things yet, but it's something I find interesting to work on and improve it, so I'll get good eventually even if it takes me a few tries.

But I don't find the game show/shopping the game around physically part of it very thrilling, I'm most interested in running the business and developing the game. So if I could find someone interested in doing that sort of work that would cover the main area I'm lacking interest in.

Anyone got any leads on a good place to hire someone like that? I guess BGG is one obvious place and I'll put something about it on there once I've worked out the details some more.

Text needs tightening

Reading through your front page, I estimate that the text has about 10% redundant, tautological, or perhaps even repetitive verbiage. My suggestion is that you should get someone to edit it.

The bit that jumped out the most, though, was a statement that went something like: "I think it is ready to be published..." Sounds a bit unconvinced. Even mentioning being ready to be published raises doubts, but mentioning that you only *think* it is ready... The mere fact that there is a KS page means it must be ready to publish, and that doesn't need to be mentioned again.

Just my opinion, of course, but it would not hurt to get someone with editing skills to tighten things up.

That's a good point, I've

That's a good point, I've edited that bit.

Good Luck

@iamseph:

Good luck with your KS, I know art, graphic layouts, etc can be expensive.

Joe may be right though in the rules though as when I back most projects have sample rule sets for me to go through.

Regardless, good luck and I hope you hit your goals.

The rules are on the page.

There's a link to the rules on the page.

Good luck!

Joseph,

I saw that Nightlancer made its debut due to a KS feed I received earlier today.

It looks good, but there are a few things I would highlight:

- The video is far too long...it needs to grab your attention, not immerse yourself in the game turn.

- The funding goal seems disproportionate to what one receives. It's a lot of cards, so I'm not seeing the expensive funding goal.

- Make sure you provide both a PnP version and the rules to potential Backers.

In short, you'll need 50% of your funding in the first 24 hours to stand a chance of reaching your goal.

As someone who has been there, I wish you the best.

Cheers,
Joe

First 24 hours?

I am surprised that someone would need 50% in the first 24 hours - I don't doubt that it is true, but it is not what I imagined. From what you say, there must be a lot of folks who receive KS feeds. As someone who has never backed anything on KS, the idea of being spammed by every new feed does not appeal. I take it you can filter the feed? Apart from KS feeds, are there any other sources of traffic in the first 24 hours?

The argument is...

While you *may* get backers during the rest of the campaign, there are two (2) time periods that seem to be critical to encouraging a "call-to-action":

1. The first 24 hours of a campaign
2. The last 24 hours of a campaign

Now while #1 can have a deep impact in determining "how word gets around" and can affect the campaign during the remainder of the time. So usually a GOOD start can impact the number of backers during the 30+ days.

Then we come to #2 where people are deciding if they want to back a project based on its popularity. If you have been successful with funding, you are more likely to get backers on the last day.

Something along those lines...

Day 1

Arcuate wrote:
I am surprised that someone would need 50% in the first 24 hours - I don't doubt that it is true, but it is not what I imagined. From what you say, there must be a lot of folks who receive KS feeds. As someone who has never backed anything on KS, the idea of being spammed by every new feed does not appeal. I take it you can filter the feed? Apart from KS feeds, are there any other sources of traffic in the first 24 hours?

Maybe 50% is not required for all projects, but you need to make a big splash over the first day or so.

I don't read any KS "feeds", but get my information on projects from other places like blogs, podcasts, BGG, news emails, etc. I doubt many projects do well off people just browsing Kickstarter -- not initially anyway.

Everything I have read points to the way to launch a Kickstarter being to build a community of people who want to back before you go. If you need 200 backers to fund, you want to have ~100 (preferably more) people chomping at the bit, waiting for the project to launch, then you email them (or use whatever your preferred method of communication is). That's how you get the big score on day 1.

Bear in mind that while I have backed many projects, I haven't run any, so this is all based on reading blogs from successful project creators, listening to them talk, and so on. Oh, and observing the differences between successful and failed projects.

I'm sure Seph has been working hard to build his community; time will tell if it is enough.

Arcuate wrote:I am surprised

Arcuate wrote:
I am surprised that someone would need 50% in the first 24 hours - I don't doubt that it is true, but it is not what I imagined. From what you say, there must be a lot of folks who receive KS feeds. As someone who has never backed anything on KS, the idea of being spammed by every new feed does not appeal. I take it you can filter the feed? Apart from KS feeds, are there any other sources of traffic in the first 24 hours?

The reason for this is "new" and "popular" pages on the KS.

Many people monitor the KS on a regular basis and many of them are using those pages to do it.

That's one thing. Another is the perception of your project. If you are 50%+ funded, it creates an impression that you're doing well. If you only got a fraction of the goal in the first day it's a sign that you're doing something wrong. And this creates a snowball effect. People are hesitant to back a project which is not doing well enough.

Thanks, that makes sense

I might start watching KS myself. It really wasn't on my radar at all till I started designing games.

50% or bust...

Accurate,

Believe it or not, a KS project creator must spend quite a bit of time on social media and utilize myriad marketing techniques to solicit interest in the game well before they ever hit the "launch" button. Having run two successful KS projects in the past, coupled with assisting on a third (TAU CETI: PLanetary Crisis), I can tell you that it's imperative that a project owner meet or exceed the 50% threshold within the first 24 hours if there's any expectation of reaching their funding goal.

During the past few years, I"ve reviewed more than 500 separate KS projects and provided feedback to creators. It's a daunting process, and I'm afraid that with the barrier to entry lowered for many new designers (not having to submit their proposals to publishers and face the ever present chance of rejection, they think it's easy to produce a game.

Cheers,
Joe

Not Accurate ;)

Thanks, I get the idea... Not sure I would ever have the energy for that.

BTW, with regard to your spelling of my user nick: "Accurate" is not accurate.

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