Skip to Content

Kickstarter - High or Low Goal?

2 replies [Last post]
Joined: 09/12/2013

I am looking at two different options on how to release my game, wondering which you guys think may go over better.

I can print a basic version of the game, as low as 35 copies, and keep the goal really low. (about $425) This would introduce a LOT of stretch goals, most of which would be accomplished very quickly (hopefully). All of the stretch goals are things that increase the quality of the game (better cards, better pawns, better dice, etc).

The other option is to go with a much higher goal, requiring more like 300 copies be run, but the game would already come with a lot of the upgrades.

I'm torn because I want the game to get printed... but at the same time, I want everyone to have the best quality product possible.


Joined: 09/15/2009
How big is your crowd?

How big is your crowd? KickStarter is a crowd-funding platform; if you don't have a crowd, you wont get funded.

How many people do you know that will absolutely back your project for a copy of the game? Try basing your goals on that number, and then add stretch goals from there.

Swiftshadow's picture
Joined: 04/02/2013
My vote - low

If you can manage to go low that is probably the best way to go. I am in the middle of a Kickstarter that is not doing so well and I believe part of it the higher $goal.

First step is to guarantee funding. If you can do that, you can build momentum and reach stretch goals and get over funding achieving a high quality game like you want to make.

Syndicate content

forum | by Dr. Radut