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Kickstarter headers...what gets YOUR attention?

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chris_mancini
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I'd like to know what people think about Kickstarter headers; that first image you see in the list of projects. What makes you want to click to learn more?

Is it an image of the game components? A bold illustration that tells a story of the world in which the game is set? An overall look of polish and professionalism? An attractive price clearly stated? Regional "friendly" marks?

In short, what gets you to click into a campaign page??

questccg
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What backers are LOOKING for

A great DEAL. The earlier you post an image with EVERYTHING that is included in the game... The more you stand to get backers in your final hours.

So if Scrambo comes with 4 category dice and you have 1 stretch goal for "dice X" and one social goal for "dice Y" ... meaning backers get 6 category dice instead of only 4 and by reaching those goals they will forever be unlocked in all retail versions of the product...

That's what seems to attract the most attention.

And it needs to be VISUAL (an image).

Next are Updates. You need to post an update within 24 hours saying how the first DAY went and then another one 48 hours encouraging backers to continue spreading the word.

You need a BGG page to link with SOCIAL goals... Start answering question on the KS comments section, start discussion threads on the BGG page.

From what I have seen, this is what WORKS.

Other ideas: game variants, like how to play with only 2 Players. Or playing with 3+ Players... Varying the quantity of category dice for different amount of players... Things like that.

I know your game is pretty straight forward -- so I'm not sure what kind of extra content you can deliver that will ADD VALUE to the purchase of your game.

Update: check out our comments chart and backers per day. You'll notice two (2) things, the amount of pledges during the campaign were relatively low but the comments varied in waves. And then you see the last few days how the number of backers increased dramatically.

http://www.kicktraq.com/projects/outerlimitgames/tradewars-homeworld-ext...

questccg
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Another IDEA for a "stretch goal"

Your clock dice are all RED. Make ONE (1) Black d6 with one side with a "REDO"... You roll this black dice with the red clock dice ... if it lands on the "REDO", you've got to start ALL over with ALL the clock dice.

This is just another idea -- how you could add some stuff to the base game to make it more interesting.

It's just an idea; if you don't like it ... no worries.

Update: it could say "Start Over"... Maybe better than REDO.

Another IDEA: to have THEMED DICE. Like one dice is all about "Hollywood" so Movies, Actors, Actresses, TV shows, Game shows, Reality TV, etc. You're the designer, I'm not going to tell you all the categories... But this could be a way to introduce more variation to the game.

Players can CHOOSE which dice they want to play. Adding more dice to the base game is something INTERESTING especially if the dice are THEMED.

Again another idea; if you don't like it either... no problemo.

Just giving trying to give you some ideas about HOW to add some more content... And get more people interested in the game.

questccg
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Compare with Frank West's City of Kings

Here is what the daily information looks like for City of Kings:

http://www.kicktraq.com/projects/tcokgame/the-city-of-kings-a-cooperativ...

You'll notice that the campaign data look NEAR IDENTICAL for our game as his. We got $45k and he got $283k. But similar progression... Not random at all ... following a clear trend.

Or compare with Jamey Stegmaier's Scythe:

http://www.kicktraq.com/projects/jameystegmaier/1648823174/#chart-daily

He didn't finish off as strong as he started... but the first 48 and the last 72 hours are the tipping points for a successful run.

Sorry if it may seem repetitive... I'm just showing you the trends. No luck ... many KS campaign with similar trends even if the numbers vary.

chris_mancini
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Great idea! I looked at this,

Great idea! I looked at this, segmenting dice into broader categories - entertainment, sports, science, etc with 6 subcategories.

The trouble was finding broad enough sub categories that worked within the pace of the game. Through development I ended up broadening categories in order to make the game easy enough; players need to get at least a couple categories solved or it just feels too rushed and the fun disolves.

I've been challenged to find meaningful ways to offer stretch goals, but I always wanted to offer a complete game with quality components from the beginning. I've got a few ideas here, but the game feels balanced and I don't want to add things without proper testing. I feel the game is good where it is; it may not be a typical game KS with a bunch of add-ons for stretch goals, but i feel it's a solid game for a great price.

joebergmann
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Thank you!

QuestCCG,

Thank you for your posts! These are awesome observations and suggestions. I will learn from this when I do my Kickstarter campaigns!

Again, thank you very much!

Joe

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