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Kickstarter is less than 2 weeks away!

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chris_mancini
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My launch date is Monday, February 12th...those of you who've run a campaign before know what I'm going through as a first-timer; excited, nervous, elated, terrified...

Before hitting that "continue" button, I'd love to know what you all think of the page. Most notably, is there anything missing? Are the pledge levels enough, or should I consider adding more (retail pack, high-$$$ solid gold dice edition, etc?)

To reach the goal of $10K, I will have to sell between 700-850 games, depending on the pledge level (there is a 20% discount for backing 3 or more games).

https://www.kickstarter.com/projects/avantigames/1196058867?ref=343395&t...

All input and opinions are very much appreciated...I want this campaign to be a success, and this group knows what it takes!

questccg
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Hmm...

I will be following your campaign. Because this is your first KS Published game... My research data looks to have backers counts from 100-450 backers. What I'm interested in knowing is IF you can surpass that goal and reach for a higher backer count.

I'm also assuming that you chose a manufacturer with a MOQ of 1,000 games and not one of the others who can produce as low as a MOQ of 500 games.

This is good - because it helps determine if KS is in anyway changing. I know KS campaigns have dramatically changed from 3-4 years ago. But still the first-time creators seem to still be on the lower end of the spectrum.

So it will be a sort of a test. Is the advice that a MOQ of 500 units still accurate advice to be given to first-time creators, or can newbie designers get a bit more in terms of backers these days.

Best of luck(?!) with your campaign!

MAR
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Good luck on the campaign-

Good luck on the campaign- I've been eager for this one. Also good luck being a first time creator. We are working our way there too and I'm already nervous. This game looks great and we will be glad to share it with friends. Keep us posted :)

Austin

JohnBrieger
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First three images very similar

For someone scrolling down your page, the first three things they see are nearly identical – the freeze frame for the video, the box with quotes around it, then the Playtime/Age/Players graphic surrounding the box. Consider removing 1 of those three or changing the format of it so that you can give me more diverse content / information earlier on the page.

The "What is Scrambo" section doesn't give me enough information about your game I think. Obviously brief text is good, but I'd like a little more on how the game is played in your page.

JohnBrieger
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Double post

*** Double Post ***

chris_mancini
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Great points Kris; I'm going

Great points Kris; I'm going with WinGo Games, which does offer an MOQ of 500 pieces. I'm taking a risk by asking for a goal which would allow me to order 1000 games, as this would allow me to fund another order and keep the game moving (Amazon, direct sales to FLGS).

It's certainly a risk, but I'm looking at this as starting a business, and what are my goals and requirements for this Kickstarter as the first step in doing so. It can be a chicken-and-egg thing, as I need the KS to fund in order to take step 2. However I feel as though if I set my goal to the minimum, yes I may have a successful campaign, but I'd be left with little to continue and take further advantage of the success.

Anyways I'm happy to hear you'll be following along...you're one of the stalwart members of this group, and your advice is much appreciated!

chris_mancini
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Thanks John, I can see your

Thanks John, I can see your point. I suppose I'm counting on people to watch the video first, however many scroll through the campaign first to understand the gameplay. Now that I look at my page in this way, I can see how you are left without a firm understanding, and for such a simple game, that's a red flag.

questccg
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Truth!

chris_mancini wrote:
Great points Kris; I'm going with WinGo Games, which does offer an MOQ of 500 pieces. I'm taking a risk by asking for a goal which would allow me to order 1000 games, as this would allow me to fund another order and keep the game moving (Amazon, direct sales to FLGS).

It's certainly a risk, but I'm looking at this as starting a business, and what are my goals and requirements for this Kickstarter as the first step in doing so. It can be a chicken-and-egg thing, as I need the KS to fund in order to take step 2. However I feel as though if I set my goal to the minimum, yes I may have a successful campaign, but I'd be left with little to continue and take further advantage of the success.

Anyways I'm happy to hear you'll be following along...you're one of the stalwart members of this group, and your advice is much appreciated!

You know this is exactly what we (OLG and I) need to concern ourselves with. We have 936 backers + 10% insurance (due to possible damage) so that covers 1,000 orders. The problem is that it doesn't do any good for the future of the game ... if everything just "stops there"! Now while it is quite possible for someone like Jamey Stegmaeir to sell 58,000 units to solely distribution, we're not him -- we don't have the same relationships that he has and we don't have the same "blood, sweat and tears" to invest.

So this makes me think that perhaps a 1,500 order plan might give us about 400 units available for re-sale. I think at this point in time, 2,000 units is just beyond our capabilities to promote and sell that much extra inventory: look it took people from around the world to make up 936 backers. Expecting another 1,000 locally (on in and around the USA) is not really realistic (IMHO).

But you definitely bring up the same point. This is a decision to be made when you are ready to go for production. Sure it helps with cost and knowing your targets (backer-wise)... But ultimately you will make that decision based on your level of funding.

Cheers!

questccg
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Use "clever" or "ingenious"

chris_mancini wrote:
... and for such a simple game, that's a red flag.

Never use "simple" ... use "clever" or "ingenious"! Simple means that the game is "basic"... "Clever" or "ingenious" make the game sound like it really is: original, innovative and well-thought up. No doubt your handling of affairs shall make for an exciting gaming experience.

Cheers.

Jay103
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Okay, I might not be the

Okay, I might not be the normal Kickstarter customer, but I don't look at the videos. Maybe after I've 90% decided if I'm interested I'll look, but otherwise I don't.

As a result (I assume), I don't QUITE know how the game is played. There are pictures of the dice. There's a big picture of what all the 30-whatever categories are. That doesn't matter too much if I don't know how to play.

I can sort of infer the gameplay, which makes me think one paragraph should cover it, and that paragraph should be higher than the picture of all the categories. I'm guessing something like "you roll the dice and have to come up with a word in each of five categories that matches the letter you also rolled, before your opponent manages to roll (something) on those timer dice."

But that also makes me wonder who's judging the answers, so maybe it's not quite that.

Anyway, a paragraph for that will help.

If it's as fast-paced as you imply, I think the learning curve will be steep. It might take me longer to figure out what category an icon represents (at first) than it would to get an answer out in that category... I mean, the icons are good, but still. There are two kinds of shirt. The soccer ball is sports TEAMS, but not sports TYPES or sports PLAYERS. etc.

I'm surprised the shipping price (in USA) doubled from 1 to 3 games.. this looks small and light.

chris_mancini
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Gameplay section added

Thanks Jay you bring up a good point; I've added a "Gameplay" section to the page which should help.

One important point of gameplay is that you can take all the time you need to note the categories and use the Category Reference Guide BEFORE you roll your letter; otherwise, to your point, the curve would be huge and take all the fun out of it! After a few games, players generally remember the categories by their icons...but until that happens, the pause designed into the game is crucial to the learning curve.

Thanks all for helping me to improve my campaign!

questccg
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700 - 850 backers

Well the thing is, we don't know how KS backers will react to a light "dice" game. Firstly with a lower price point, you'd imagine that most people would "flock" to the game. Not necessarily true.

From my own experience, KS backers would gladly spend on "extras" rather than having the plain vanilla product -- and YES -- EVEN IF THE PRICE IS LESS EXPENSIVE.

So it seems like the theory of "the sky is the limit" is out??? Well it can be with certain games like "miniatures" where the game costs OVER $100 USD. And people BUY it.

But then we see a simple card game like "Exploding Kittens" which earns almost 9 million dollars in funding...

Therefore the excitement is to see what KS Backers think about your inexpensive "dice" game! Really the only comparison would be "Dungeon Roll", which made a cool $250k... And their smallest reward was only $15 USD too. So yeah, could be interesting to watch.

Personally I think the "potential" is there. But what KS Backers will think?! That I don't know...

Cheers!

questccg
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Tomorrow IS THE DAY!

How excited you must be Chris!

I guess you will be launching around 9:00 AM or later???

First day is one of the most important days... It's sort of a "make it" or "break it" because usually campaign start and finish strong. In the middle there is nominal volume (1/3 in total) daily but compounded and you get one third. So first 48 hours, last 48 hours + in-between = 100%.

Will be exciting to watch... Hoping it goes good too! :)

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