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Mothership Kickstarter Launched! Thanks BGDF!

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bluebright
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Thanks to everyone in this topic who helped me get my Kickstarter polished!

You can check out the page here: https://www.kickstarter.com/projects/1800215991/mothership-tabletop-comb...

I also made an animated trailer for the game which you can check out here:

https://www.youtube.com/watch?v=qdaooVxHEvA

Thanks again everyone for your support!

website - http://mothership-game.com/
Facebook - https://www.facebook.com/mothershipboardgame/
Twitter - https://twitter.com/PsmSanderson
BGG - https://boardgamegeek.com/boardgame/194964/mothership-tabletop-combat

Gabe
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A few thoughts after a quick

A few thoughts after a quick look:

1. Your how-to-play video is great. Short, to the point, and enjoyable to watch.

2. The art for the cards looks really good.

3. The ships look good.

4. You have lots of pictures which I greatly prefer to giant blocks of text.

5. A 1-3 hour playtime is somewhat odd. That's a pretty big gap. Perhaps explain what makes the game take longer/shorter.

6. You have a typo next to the 3d printed prototypes picture. The word "over" is missing an "r."

7. The review at the bottom from Emica didn't strike me as a very strong review. I wouldn't trust an opinion about a car from a person who has never driven before.

Overall, I think it looks really good, especially for your first time. When do you plan to launch?

Also, what are you doing to build up awareness for the game?

bluebright
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Thanks Gabe! It's nice to

Thanks Gabe! It's nice to have a random stranger compliment my work :D

5. It's actually 40 mins per player. Is that something I should change it too? You're right it does look like a big gap doesn't it?

7. VERY good point, I hadn't even thought of it like that. I'll go bug her for another line.

I'm planning to launch sometime in May. For awareness I've tried writing some game design articles over on my website and posting it to certain forums, I'm going on a gaming podcast a couple of times and also going to a few gaming groups in my local area.

I'm still really strapped for ideas, awareness is the hardest part...do you have any ideas?

Gabe
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I think 40 min per player is

I think 40 min per player is a good detail to mention.

May gives you a good bit of time which is good. Getting on as many blogs, forums, and podcasts is good. See if you can do some guest posts on gaming blogs. Just remember to offer value and not just write to try to sell a game.

If you can hit up a convention or two between now and then, it would be good as well. Showing the game to people will get some fresh eyes on it, help with play testing, and also get people interested in purchasing a copy.

The biggest thing is to collect email addresses of anyone and everyone who's interested in the game. The more emails you have stored up, the more people you can inform on the day of the launch, and hopefully the more early backers you'll get.

Here's a good article to read: http://fourhourworkweek.com/2012/12/18/hacking-kickstarter-how-to-raise-...

Also, read everything here: http://stonemaiergames.com/kickstarter/

I hope those things help.

Gabe
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And here's another article on

And here's another article on how to pull off a successful launch:

http://michaelhyatt.com/bestselling-book-launch.html

I Will Never Gr...
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I must say I really like

I must say I really like everything about the page with the caveats mentioned above.

The only thing I can see that MAY cause you an issue is the use of licenced movie clips in your videos (which are hilariously good btw).

jonathanflike
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Nice

I really like the presentation. It looks very well put together and you can tell the care that went into the presentation. Good job! My only critique is actually the box, or more specifically the font choice for Mothership. Have you guys thought about creating a title that stands out a little bit more? The title font looks nearly identical to the name on the box and the "Divert all power to fun!" line (maybe it is?). Since so much art and effort was put into the rest of the game and components, I would take the extra few days to get a graphic designer to create a title logo/font that really drives the theme home. Minimalist fonts often work, but for a game like this I think it would benefit from a little flare. Beyond Earth uses a simple font, but they also use a white backdrop to have it pop a bit as well as a gradient. I would also put the "Divert ..." line on a background, like a starburst or something to create a visual separation from the box art itself. All the other art is so solid I think those minor tweaks will just put it over the top, but that's just my opinion :)

Gabe
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Another thought I just had:

Another thought I just had: For me, $60 is a good bit of money to spend on a game. But if the MSRP of the game is $80, then I feel like I'm getting a deal. It might be a good idea to put what the game will retail for when it comes out.

And please don't sell the game on KS for more than the MSRP. I've seen other games/projects do this, and I understand why they do it, but it's a real turn-off and pushes people away.

Also, on BGG, it says your play time is 1-3 minutes. And it probably wouldn't hurt to post your how-to-play video there.

bluebright
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@Gabe - I've added the 40

@Gabe - I've added the 40 mins bit in now. I've studied Jamies site from top to bottom for months, his articles are priceless.

What you said about emails, in your experience do people mind having their emails taken? I always thought it was something to shy away from (as in better to get followers on FB or twitter).
Thanks for the 4 hour work week, that had some great stuff in it.

I was planning on selling the game for $45 USD, then shipping separately. Is that and okay price? Going off 5x cost for MSRP it would retail around $110.

@I will never grow up gaming - I must say my own research on using this sort thing for what is essentially an overblown hobby has turned up a little short. All of the IP references in my game have been changed to come under 'parody' or 'satire' so I'm interested if I can get away with the clips in the same way too...

@Jono - I see exactly what you mean by beyond earth's logo...I ask the graphic designer if he can do anything about it (that's me btw).

Do you think the background of the box is too busy for a busier logo? I think that's why I used alot of flat simple fonts for this. I'll muck around with the beyond earth idea too. Thanks for all the compliments, everything in that box was done by me so it's nice to get someone else aside from my wife telling me it looks good!

I really appreciate you guys taking the time post btw!

jonathanflike
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Logo

The box is busy, but that's fine because it really drives the theme home. With the logo, you will use that for promotional materials, headers of websites, and whatever else. The title logo is more important to branding than the box since it will be used so much more in promoting your game. The box creates excitement and the logo creates the brand surrounding the product so if there is no box, the title itself may not drum up the same excitement the box does. Beyond Earth gets away with it because they slap Sid Meyer's name on it lol. But yeah I do graphic design as well so feel free to send me any questions on new iterations if you decide to go that route. Like I said before though a minimalist font isn't a bad thing, it just jumped at me when all the words on the box used the same font as the title.

Gabe
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an email list is gold

I've been working on a blog for quite some time now that will be launching next week. For the last 3 days, I've been sending people here: https://bettermissions.clickfunnels.com/coming-soon to try to build some momentum for the blog's launch.

Hundreds of people have visited the site, and I've collected 30 email addresses so far from people who are interested in the site and want to know when it launches.

So basically, 30 people have raised their hands and said, "Tell me more." And it's better to have a small group of interested people than a giant group of people who don't care.

Don't pressure anyone to give you their email address, just make it an option for the people who are really interested.

And give people an incentive to join you. I'm giving away an eBook that I put a ton of time and effort into that I believe will bring value to people's lives.

Maybe you could give away a coupon for the game or some promo cards. Just make sure it's relevant to your game and that it's something people would find valuable.

With the way Facebook has changed, you have to pay to have your posts boosted for your followers to see your posts and even then there's no guarantee people will see it and take action.

By having someone's email address, you don't have to pay someone else to be able to market to them. You cut out the middle man. And email marketing continues to produce incredible results. If you're like me, you check your email way too many times a day. I definitely check it more than I check Facebook.

So, my suggestion is to build a simple landing page where people can opt in to get updates and be notified when the KS launches and where they can get some kind of small incentive for joining your list. Then, send anyone interested in the game to that landing page.

Send out updates every now and then to remind people you exist, and build some momentum heading into your launch. Then, when you do launch, you'll have a pool of potential early backers.

Let's say you build your list to 100 people, and when you launch 1/3 of them back your game on the first day. That's 33 people x $45 which would give you close to $1500. And that's without spending a dime on ads. Just by sending out an email. And you can see how the numbers can exponentially grow if you can grow your list.

Also, $45 seems like a great price for the game. But $100+ for the msrp seems fairly steep. You might want to rethink that one.

Anyway, I hope that helps.

bluebright
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@jono - You're the third

@jono - You're the third person to mention the logo, which really concerns me because it means I didn't 'get' what I was 'going for'. I have two fonts in the whole game, both can be seen here:

http://www.mothership-game.com/wp-content/uploads/2016/03/01-Deflector-S...

I'm quite happy with how they marry up but I to agree with the sameness on the box. I tried my second font on the front and it looked off. Okay you've inspired me to play around with it!

@gabe - Okay! I'm gonna do that! I see what you're talking about via those articles you sent me too.

Your landing page seems like something that wouldn't work with savvy 20 - 40 year olds, does it really work? Of course I'm only saying that from the perspective that the product you're offering isn't in my realm of interest. I'm sure if your eBook was titled "How to make your own Lightsaber - Gabe Barrett" I'd be all over it! :P

I'm happy with the $45 price, it wont retail for $100 but everyone says 5x your cost price? I always thought that was a little steep. I'm worried that if a put a reasonable retail price, say $70 by the time they pay for shipping it won't be such a hot price after all. Which reminds me, does anyone here know anything about fulfillment? I've been racking my brain over Jamey's blog posts on shipping and it is such a complex little monkey.

jonathanflike
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Haha of course, glad I was

Haha of course, glad I was able to inspire. I'm working on my own game's font right now and it's not the most fun thing to do so I understand. I think the font choices on your cards are solid as well. :)

Black_Cockatoo
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Do you know that this guy

Do you know that this guy discusses his game called 'Mothership'?

https://www.youtube.com/watch?v=xMNF_GD5nvo

jonathanflike
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Black_Cockatoo wrote:Do you

Black_Cockatoo wrote:
Do you know that this guy discusses his game called 'Mothership'?

https://www.youtube.com/watch?v=xMNF_GD5nvo

His game is actually called Multiverse ;)

Black_Cockatoo
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Ok, that was just a working

Ok, that was just a working title.

bluebright
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@jono - new logo = best idea

@jono - new logo = best idea this month. Already pumped for it, thanks again :D

@cockatoo - I really struggled with the name for my game. The game originally had a few quirky names, more towards the 'parody' side of things but went with a more toneless name...which I knew was more generic but more catchy than trying to make people laugh with just the title.

There's a few more games out there with the word 'mothership' in the title too ;-_-

bluebright
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Kickstarter Launched!

Woo we just launched! Thanks to all in this fantastic forum for your help!

https://www.kickstarter.com/projects/1800215991/mothership-tabletop-comb...

I also made an animated trailer for the game which you can check out here:

https://www.youtube.com/watch?v=qdaooVxHEvA

Gabe
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Awesome. Good luck.

Awesome. Good luck.

I Will Never Gr...
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Good Luck!

Best of luck. I've been following this one for a while now and have shared it through social media now.

LOVE the launch video too. hah. hilarious!

The Professor
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Congratulations!

BlueBright,

Congrats on the launch! You've received some excellent advice and suggestions, thus far, so I won't tread along that path. I'll limit my comments to two things:

1. Produce the very best product your funding permits.

2. Maintain regular and frequent contact with your Backers.

I've seen some clever game designs and otherwise conscientious designers fail on one or both counts. While doing both does not ensure success, failing to do them is at your own peril. From what I've seen thus far, I think you'll do quite well.

Cheers,
Joe

bluebright
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Gabe wrote:Awesome. Good

Gabe wrote:
Awesome. Good luck.

Thanks :D

I Will Never Grow Up Gaming wrote:
Best of luck. I've been following this one for a while now and have shared it through social media now.

LOVE the launch video too. hah. hilarious!

Thanks for sharing, that helps out HEAPS.

Haha I'm glad the trailer is going down well. I took a whole week off from work to make that!

The Professor wrote:
BlueBright,

Congrats on the launch! You've received some excellent advice and suggestions, thus far, so I won't tread along that path. I'll limit my comments to two things:

1. Produce the very best product your funding permits.

2. Maintain regular and frequent contact with your Backers.

I've seen some clever game designs and otherwise conscientious designers fail on one or both counts. While doing both does not ensure success, failing to do them is at your own peril. From what I've seen thus far, I think you'll do quite well.

Cheers,
Joe

Hey Joe, you worked with Stan and Mike on Tau Ceti right? Their campaign was incredible and I'm so pumped to play their game!
I've heard it was you that gave them the edge, right? :P

Thanks for your tips! I'm definitely keeping up the contact, it's fun (and exhausting ha) to talk to people that really want to play my game.

Mike and Stan helped out with my campaign too which is probably why it's doing well at the moment.

Thanks for the support Joe!

The Professor
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Tweaked and guided...

BlueBright,

I did indeed work with Stan and Mike on TAU CETI. I'm very pleased with the way the game has turned out and the Backers have been (and remain) incredible through the entire process. I appreciate the compliment, but I don't know if I "gave them the edge" as they ran a fantastic campaign and definitely leveraged social media to get the word out. If I had a third thing for my list, it would be to capitalize on the overwhelming amount of information you can provide through various social media streams. One of the things that I did recommend was to start small and grow throughout the campaign. In this way, you focus, as one always should, on producing a phenomenal game...the chrome, if any, can come later. In this way, Mike and Stan slashed their required funding goal by nearly half ($39K to $22K). I'm very pleased to hear that they're paying it forward!

Cheers,
Joe

bluebright
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Thanks Joe, that is

Thanks Joe, that is definitely great advice that I'll take to heart. Actually, I always wanted to know hoe exactly they cut down the goal so far from their first try.

There's so many things my accountant has suggested cutting but if I did it would really be a detriment to the game.

That and shipping. Since when was it so expensive to ship 1000 games?

jonathanflike
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Congratz

Love the new box and font :) It came out really good, looks slick. Good job and congratz :D

bluebright
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That's awesome Jono, thanks

That's awesome Jono, thanks to you and those here on BGDF it really made me rethink a lot of elements.

You guys all rock!

The Professor
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Scoping a Funding Goal

bluebright,

Sorry for the radio silence...I returned to work this week, so my time out here has been limited.

As to what Mike and Stan did to reduce their goal...three fairly straightforward steps.

1. Determine the costs associated with making the base game...cards, dice, board, mats, rules, box, art, and most importantly...shipping! This should provide you with the absolute minimum required (based on a standard production of 500 copies, with a distribution ox x% shipped across the U.S and Canada; y% shipped to Europe; and z% to the Pacific and other far-flung locations)

2. Once you have the amount, you'll want to have some flexibility. I found for my KS projects that 10% worked in terms of lost/damaged items; additional shipments to vendors, etc.

3. Once you have the base amount, you can begin to engage Backers with Stretch Goals to enhance the production value of the game...heavier cardstock, linen finish, minis if you're especially brave, etc.

The most important thing, far and away above everything else, is ensuring that you have a solid, play-tested game which serves a niche of players which is not currently inundated with similar titles.

Hope that helps.

Cheers,
Joe

let-off studios
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Hahahah!

Not to steal any attention from The Professor's excellent post, but I just wanted to say I thought your animated trailer for the game was excellent! :D

bluebright
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Thanks Joe, it looks like we

Thanks Joe, it looks like we did most of that short of cutting out miniatures entirely.

Your advice is great, and it reassures me that, yes, my game is playtested and solid!

The Professor
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Wish you success

Bluebright,

That's great to hear...all the best to you!

Cheers,
Joe

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