list of short to-the-point tips in relative order of Kickstarter
Chronology that don't quite warrant their own major Article.
the forest from the trees is never easy. Let plenty of people
give feedback on your Kickstarter Preview Page; not just your friends
who never Kickstarted, but friends that have Kickstarter
experience (...me?). They each will find something you
overlooked. And they'll do it just because the like helping
people. It also helps them feel a part of it before it even goes
your page with a short CATCHY
welcome at the top; followed immediately by details about the game;
with reviews, stretch goals, and add ons near the bottom. The
non-game stuff (like kicktraq links, "About Us" section, and misc other
stuff you feel the need to share should be at the very very
bottom). Note: "Risks and Challenges" is always at the very
bottom and can't be moved.
main column of information is 680 pixels wide in full size.
Design your images at 680px wide or KS will resize them. This is
not an issue for most art, but resized text in your images tends to get
your own website that has at least 1
major area dedicated to the project where people
can find out more information, see more pictures, find out about you,
and all that jazz that is too wordy, long, or excessively detailed for
the main KS page. Thus, you keep your KS page crisp and easy to
look at. "...visit our webpage for more information..."
aware that Kickstarter functions on USA East Coast time (GMT-4:00),
regardless of where you are. Plan accordingly.
and Saturday are some of the busiest days for Kickstarter. You'll
see pledge spikes on these days. Tuesdays trend above average
also. Use that to your advantage.
at 12:01am on a Monday Morning. (East Coast time). You'll catch
Europe's Monday workday, along with that of the USA. This will
also help align your "Final Day" date correctly; else Kickstarter will
state a different end date than the one for your more westerly Time
Zone (where applicable).
in mind the 48 hour reminder that "watchers" will get who click that
"Remind Me" Star. This the the reason for the famous final 2 day
rush. Plan your campaign length to make sure that the 48 hour
reminder goes out on good day (Monday/Friday/Sat) with a good day that
follows (Tuesday/Sat/Sunday) to close on. Launching at 12:01am makes
the 48 Hour Reminder go out at a sweet time as well. (Sunday
is come-or-go for Kickstarter, use with caution.)
Saturdays and Tuesdays are good days to end (Reminder on Fri with a
close on Sat; or Reminder on a Monday with a close on a Tuesday.)
end on a major Holiday, or on Black Friday. If it's a traditional
day for people to be away from the computer they're not pledging.
Nobody is going to choose you over Christmas Mass or even 70% off at
Target; nothing personal.
that profit comes after the
campaign, not from it directly.
takes 10% of the final amount, that means you should add your total
financial needs, and add 11.2% to that total; that'll be the 10% for
for shipping costs. It can cost roughly as much as manufacturing
for a big-box game. See our Budget
Page for help here. TKA's shipping bill is
to the tune of $24,000.
check everything with your manufacturer during the quoting
process. They're human too and can make mistakes. Make sure
they fully understand your needs in
no uncertain terms, and make
no assumptions. You can protect yourself, your company, and
your backers this way.
What we see, and see often, we trust more. Contact sites early;
many book up early or take a few days to process. Concentrate
advertising during the beginning and the end, with sprinkles in the
your ad image at least once during the campaign. A great
mid-campaign slump killer.
Bitly.com links for everything you link to. Learn who's clicking what and whereand when, especially
your advert links!
- Use Kicktraq.
Post their link on your Kickstarter page (at
the very bottom); doing so will increase your ratings on their
site, and brings Adam, who offers his services for free, a little extra
traffic. - Make sure Kicktraq knows about you the very
moment you launch.
- Get art & reviews long
before you launch. If they are video reviews, request that they
finish the video but wait to post it until launch day (or stagger them
if you have multiple). The same can be done for written reviews.
launching in July unless you've got a summer
based item. It's both Convention season, and everyone's
spending their extra income going to Disney World.
your comments section DAILY. Encourage it as a welcome place for
ethusiastic posts, and make those that post feedback feel welcome for
leaving it; because they should be.
each Kickstarter Update NEW. Repeating boring text gets...
boring. Include new art each time if you can, so people enjoy
using www.EmailMeForm.com for
Pledge Management. It's our little secret, and you'll save that
precious 1%. Tell Elkin I sent you.
Ons only print in sets of 1500 from most major manufacturers. If
you only sell 200 during the campaign, you're still printing
1500. That is 1) expensive; and 2) means you'll have stuff left
over to sell afterwards. Be aware of that con and pro.
your page order once you're within 20-25% of funding. Put your
stretch Goals and Add Ons just below your welcome pitch; as this is
when they become most relevant.
your "Unlocked" images for your Stretch Goals in advance. You
might rip through them quickly, and now that you're picking up steam,
you want this time to answer email questions and comments.
your "Final Days" and "Final Day" Kickstarter image in advance.
Post them hours before they're accurate in your time zone. 1) You
don't want them to be late. 2) They bring attention. 3) There's a
lot of the world that is hours ahead of you; it's true somewhere.
freak out in the final hours of
your campaign hoping for more pledges. It's not worth it.
Choose to be content in the last 2 to 3 hours and enjoy the party in
the comments section. (I
made this decision in the final hour to save myself a heart
attack. It was one of the best choices I made the whole
campaign. Now I'm still alive to follow through!)
your backers by name. They're people. People with family
and friends and jobs and budgets and faces just like you. You
don't need to meet them in person to treat them as valuable as they are.
here to be brought to Article
#10: Kickstarter Advice Panels FAQ - Where I post
the Qs & As from all of our Live Convention Advice events, often
with guest panelists.