Tips for running your Kickstarter campaign in this condensed version of a Gen Con 2016 panel!
Panelists: JT Smith, Zachary Strebeck, Jeremy Commandeur, and Brian Henk
– #1 Mistakes
– Kickstarter as a Business
– Stretch Goals
– Crowd Building
– Page Layout
– Reward Levels
– Naming Something vs. Image in Game
– Rules on Page
– Setting Goals
In this episode, we discuss the life of a game, particularly with a crowd-funded game. We go through the schedule from start to finish and a high-level of everything in between! Specifically, we hit on these points:
- Make sure design is finished
- The major steps include:
- Manufacturing and Proofing
- Kickstarter Prep
- Review Copies
- Informing Retailers
- Shipping and Fulfillment
- Art takes longer than expected
- Break down EVERY task and element
- The order of the tasks matters
- Run aspects by outside eyes
- Where can we find an in-depth description of the process?
- What task management tools are available?
- What is the overall timeline?
Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP040.mp3
Why should a prospective crowd-funding backer contribute to a campaign? Why not wait for the game to come out? We talk about our experience and lessons learned as
we cover these topics:
- Get a lower price
- Make a better game/exclusives
- Be a part of the process
- Get the game early
- Inside information
- Back before you make your own campaign
Richard Bliss hosts the Kickstarter Panel at the San Jose Protospiel. All Kickstarter topics are discussed from the following panelists:
- Jeremy Commandeur
- Brian Henk
- Teale Fristoe
- Aldo Ghiozzi
- Richard Bliss
Podcast/Audio Version: http://traffic.libsyn.com/theforbiddenlimb/output_ks.mp3
It’s a Jeremy-heavy episode as we start a discussion on which Print-on-Demand (POD) services are available. Brian jumps in with first choices for larger manufacturers. Richard is fascinated.
Jeremy geeks out on his love of all things box, while Richard explores the dynamics of sleeved vs. unsleeved tabletop game box design and Brian explains his trials and tribulations designing boxes for display and functionality.
- Box Quality
- Box Design
- Box Sizes
- Custom Game Trays
Brian and Jeremy discuss the current trends in what publishers are looking for, Richard reminisces about the goals and hardships of playtesting a TCG, and the guys determine if a game can ever truly be finished anyway.
- Component Complexity
- Playtesting a Trading Card Game
- Late Game Modifications
- Second Editions
- Dealing with Erratum