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The Primary - Live on Kickstarter!

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Paul Ott
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Joined: 01/22/2018
Congrats!

Congrats!

MountaintopGames
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Joined: 01/31/2017
Thanks :)

Thanks harmon89, Austin, Jay, and Paul!

Jay - I can let you know more about Quartermaster as we get through final quoting and fulfillment, but they have been great to work with so far and I've heard good things from other creators.

questccg
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Congratulations!

Well done Matt... With about 5 hours remaining... maybe you can squeeze a few more dollars out of backers who might be hesitant to back...

Take this opportunity to address their concerns!

Cheers...

MountaintopGames
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Thanks!

I'm trying my best ;)

Looks like we'll fall just short of unlocking the final stretch goal...

questccg wrote:
Well done Matt... With about 5 hours remaining... maybe you can squeeze a few more dollars out of backers who might be hesitant to back...

Take this opportunity to address their concerns!

Cheers...

Jay103
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Joined: 01/23/2018
I noticed that your stretch

I noticed that your stretch goals were mostly not based on revenue. I assume that was to try to drive viral engagement (facebook likes, etc). Do you feel that paid off? (assuming you were set up to track results of that sort of thing, which can be pretty tough).

Are you now having to make a bunch of upgrades that increase your manufacturing costs beyond what the overflow customers are financing?

questccg
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I small nugget of wisdom

The important part about KS is "meeting your goal". Why is this so important???

Well there is no "secret formula" or "special talents"... To become a better designer and grow your audience of "fans" (aka Backers) you need to put out a game... That's Step #1.

Then maybe you can put out a smaller "expansion" for the game and increase your popularity a bit. Do this and you should normally build upon your existing fan base (aka Backers). If they like what you do (and we hope that an expansion is an easier way to attract more people), you'll get more backers and hopefully sell more of the "core" game. That's Step #2.

Repeat this cycle for several games... And you will be exactly like Jamey!

Everyone needs to start from somewhere. The hope is that you keep on GROWING by offering games that "interest" people. Do this for 3 or 4 games and you could be your own publisher with a nice catalog of games...

And maybe some pocket change along the way too!

MountaintopGames
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Stretch Goals

Jay103 wrote:
I noticed that your stretch goals were mostly not based on revenue. I assume that was to try to drive viral engagement (facebook likes, etc). Do you feel that paid off? (assuming you were set up to track results of that sort of thing, which can be pretty tough).

Are you now having to make a bunch of upgrades that increase your manufacturing costs beyond what the overflow customers are financing?

Hey Jay - since this was my first game design and Kickstarter creation, I anticipated just barely funding with a goal of $15,000. I didn't want to lower the funding goal (to maybe $10,000) in order to add stretch goals, or make stretch goals at every couple hundred dollars. The social goals / achievements seemed like a good way to keep backers engaged with the project and hopefully help spread the word, too.

I made sure to quote the full version of the game with all possible stretch goals and use that for the project P&L, in order to make sure I would be reasonably close to breaking even if I funded at exactly $15,000. I'm in the process of updating the fulfillment numbers and re-running the P&L, but there shouldn't be any issues with the stretch goals and manufacturing costs.

I hope that helps! Let me know if you have any other questions!

MountaintopGames
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Thanks

Thank you for the insight, questccg! Hopefully I can follow along a path something like that, and keep making games that people enjoy playing :)

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