Ask HN: Our Kickstarter project is failing
We are Kickstarting a multi-platform game, an RPG for Android/iOS/Linux/Mac/PC. We are into our last week and we've only got 10% funding. We were conservative with our target, and our pricing seemed to be sound. Do we have any hope of getting funded at this stage, and if not, how can we do better?
The project page: https://www.kickstarter.com/projects/joelotter/uplift-a-multi-platform-rpg
50 comments
[ 3.1 ms ] story [ 119 ms ] threadAnd to answer the question, your weakness can be shown as a strength. Rally your team and do a big last minute pus: "This hidden gem of a game has only a week left! Help get it funded!"
Yeah that sounds like a good idea, we'll give one last push and see how it goes. Thanks!
Unlike others, I don't mind the retro graphics [although these are very retro and that may hurt you]. I doubt anyone has heard of the game. This is a marketing fail, so to speak.
I'll also add the folks talking in the video show no enthusiasm or energy. It is a fairly boring video.
Also, sign up over at AcademyOfCrowdfunding.com for the free training.
Reach out directly to me as we have a program to help reboot failed kickstarters.
You can try a couple of these tactics to see if it will help last minute:
- email all the backers you have and ask them to increase contribution and spread the word.
- find a few companies who might be good sponsors and call them directly and pitch them on a $10k package -- this has worked for some of my clients who had failing projects. You structure sponsorship package basically.
- do a last minute PR push
- create an event and the ticket price is via donation to your campaign
Again, if you don't hit 50% in week 1 or 2 (30 day campaign) you should be going into emergency mode, this is very last minute but you could still pull out a win. Go hard for the week, then do a comprehensive post-morteum, and find a pro to help you plan a reboot strategy.
Happy to give you a free session to analyze your work to date and make some suggestions.
Anthony @ 175g . Com
I'd be interested to try it out for a web service that I run.
I think OP represents an underserved market -- people who have a great product idea [2] and want to crowdfund, but don't have a clue about how to do marketing. For crowdfunding, it would be very helpful if the PR folks are rewarded with a percentage [3] of the crowdfunding proceeds when the campaign is successful, rather than cash up front -- this fits the "pay-for-performance" philosophy. And it helps entrepreneurs get another form of feedback -- if no marketers are interested in your product, it may be a sign that your product is so bad it's unmarketable, or your crowdfunding goal is too high, or your reward for the marketer is too low.
Also, "creating a press wishlist" assumes the customer knows something about marketing already. This may be fine for customers who are migrating from other advertising options, but it sounds like a place where people like OP would need hand-holding. I know little about marketing myself, so if I was hiring a marketing expert, I would certainly want to get their input as to the most cost-effective places to put ads or try to get press.
I guess it comes down to whether you're trying to target (A) people who are familiar with marketing, already know what they want, and are just having trouble finding it, or (B) people who have good products but are total noobs when it comes to marketing.
I think types (A) and (B) are both big enough markets to justify your platform catering to both of them, especially if the PR freelancers have a way to distinguish between (A) and (B) type clients (some freelancers might only want to work with one type of client, and it may be a negative experience all around if they get matched to the other type). But it seems like the current website copy is targeted more toward the (A) type.
[1] https://news.ycombinator.com/item?id=6649911
[2] Judging from other comments in this thread, the OP's product idea may need some refinement.
[3] A fixed reward amount would also be possible, but a percentage reward encourages the marketer to keep working and hit stretch goals after the minimum funding goal is reached.
The graphics are lack luster in my opinion, at least the screenshots are not that attractive as compared to other pixel art I have seen. They are quite simple overall. Animation of the characters when moving is really not good, it is Atari console level graphics in a lot of ways.
The camera work & lighting in the pitch video is really poor. Some of it could have been said better as well. It was obviously recorded on web cams with no color correction and no punchy editing. I think that hurts a lot as well.
Has anyone else written about the game yet? You want it covered in other places than just Kickstarter. Are your existing fans sharing/promoting it? Have you made it easy for fans to share content about the game outside of Kickstarter? If you don't have a group of people excited about the game already and willing to promote it, your project will probably not succeed. There's nothing wrong with pulling it and retooling.
This kickstarter is done. That doesn't mean you can't have a successful one again. Build a community of like minded people. Get a forum, post some info on our forums, talk to people in RPG forums. Get 500 people who would fund you for 20$ so that when you launch the next kick starter at least 100 of them do.
Also, anyone who stumbles across the page sees a project that is nowhere near funding, and doomed for failure. If you can, get a lend of 4 or 5k, and get your family and friends to pump the money into the kickstarter. If it's close to funding you might get enough to clear the goal, and your money back from your loan.
Also, your goal deliveries are october (for early access?) yet your funding is for 3 months? what about the other 3/4 months in between times? What sort of money are you going to spend on marketing the game when it reaches the app store? All this information should be on the kickstarter page. You've also had no updates in the month, which would be disappointing to see if I was a backer.
A loan is a big nono, we want 100% of funding to originate from customers. We would not be Kickstarting otherwise.
So we are in university until the end of June (2.5 months), full time development would begin at the start of July, ending with release at the start of October (3 months). Early access would be some point prior to that. I hope this justifies our timescale, although it does prove that we have not been clear enough with this matter.
Thanks for your comment, lots for consideration!
Have any of you developed games in the past? If not, finishing this game on your own and releasing it will be a great learning experience for all you. Your game, to be blunt, looks like a student project (and it seems that two of you are in fact students.) I don't usually fund games on Kickstarter unless they're made by teams with clear track records or are very highly polished, and there's nothing that jumps out at me from the Kickstarter page as really differentiating your game from many others.
You guys put your main emphasis on making the text part informative - maybe too informative. I think it's no coincidence that many successful KS projects look like they're already finished. Maybe a lot of them are indeed already finished, but the rest are certainly faking it very elaborately. There's good business sense in doing that: Kickstarter has become somewhat of a pre-order platform, and people are used to ordering what they see, not what it might become after funding.
I don't mean to be overly critical towards crowd funding, but one of the big illusions "sold" by crowd funding platforms is that anyone can get their pet project funded. In reality a lot of the people (if not indeed most of them) you see doing well on Kickstarter are extremely well-connected on social media or otherwise well-known. Crowd funding is a way of leveraging that kind of clout. If you don't have that, it can be tough even getting your message in front of the right audience.
One does not simply walk into Kickstarter. Successful people put a lot of effort into looking like they are just casually letting the world know about their thing and, behold, great fame and money follows. But that's not what's actually happening behind the scenes. Crowd funding is not the big equalizer, it's just another way of leveraging marketing potential that already exists.
If you can't put a check mark on at least two of these three things I talked about (professional production, pre-existing audience, potential for runaway virality), chances are it's not going to work out.
So honestly, no I don't think you'll reach your funding goal. However, that doesn't mean it's a bad project. In fact, I would love following it over time to see what you're doing. If you feel strongly about the concept, consider doing it on the side or taking a few months off - this is the kind of project that looks like it could very well be implemented as a hobby. Use that development time to churn out videos and blog about your progress. Slowly build up that audience. By the time you're done, you'll already have customers and fans lined up.
Also brought up : if a campaign fails, dont despair, put a link up before the project ends that can 3xx redirect to a new campaign ...then build momentum & audience from the failed campaign.
However, this doesn't strike me as that kind of project.
These guys could happily go on to make their thing and gradually show it to an incremental audience as they're building it. It's not at all clear that they actually need to be successful on Kickstarter. They're makers and they'll just make something that's fun for them. It could in fact be argued they'll have more fun and freedom doing it on their own instead of subjecting themselves to that sort of external pressure in exchange for a pittance.
Get a demo working on other platforms and show it around. Run forums. And when there's some traction, think of the best way to fund it.
Something like this is not going to find enough of its potential target through a Kickstarter. Also, many potential customers may not be convinced with the idea if they cannot try it.
I think that is key.
The kickstarter is just the hub of a marketing push.
Have you pointed anyone on any forums, social media or blogs to your kickstarter?
However, the kicker if you like, you can use as much time as you need to gather the audience before running it.
At this point I see no other solution but to gather all your parents then make them feel guilty.
Bake a cake, buy some bottles of cheap wine, hand written invitation cards, then throw them an investors party.
There must be a presentation screen with slides on it, a speech must be written about future careers and the parental influence therein.
It will be a hard sell but you wanted to learn about business.
Just focus on finishing the game, and then sell it. Maybe try Greenlight on Steam. It almost seems as though the game was an afterthought to your pitch and campaign...
Below is an example of a flash based game with very simple graphics, which was successfully funded, mainly because of a decent sized community behind it. But, the developer still didn't get the amount he would have loved.
https://www.kickstarter.com/projects/1554254835/learn-to-fly...
I'm pretty sure you've got no hope of getting funded.
You're three guys barely out of school who are talking about your huge, sprawling vision, and all you have to back it up is a handful of samey-looking coder art. You've got a buggy abandoned year-old demo. You don't feel like people who can even begin to finish a small game, much less this big dream.
If you guys want to be a game dev team, then narrow your scope. Build a name for yourselves doing smaller games, learn something about promoting yourself. Build an audience. Or work on this in your spare time, and produce a compelling, polished first chapter of the story that gets people saying "wow! I want to know how it ends!" when they play it.
When you have fans who are willing to give you a few bucks for a good, finished game of limited scope, THEN you can consider a Kickstarter. Because a lot of what makes a Kickstarter work is ACTIVATING YOUR EXISTING AUDIENCE. Sure, you get people hearing about you and your work through KS, and you get your fans promoting your work because they want the KS to succeed - but if you don't have any existing fans who trust you to deliver on your promises, all you're going to get is sympathy pledges from rich relatives.
Also? Find someone for your team who is actually training to be an artist instead of letting the comp sci major who kinda likes to draw handle all the art duties. Or have that coder who kinda likes to draw go take some serious art classes. The existing art is high school notebook doodle level, those big crude head shots of your different races really screams "amateur" to me. (As do their names. Greens, Reds, Pinks? That's screaming that your world building is superficial. Your elevator pitch is "explore a vast and beautiful galaxy with rich stories at its heart"; what you're showing is neither beautiful nor a compelling narrative base.)
I applaud you dreaming big. But you are not ready for this yet. This campaign is the first failure of many you will encounter on your way to realizing this dream of making a Cool Sci-Fi Zelda; if you stay on this path you will fail many more times. Ideally you will learn something from every failure, and the next one will be an excitingly new kind of failure; eventually you'll run out of easy ways to fail and start finding some modest success. Good luck.
Summarizing it seems to be, story is poorly defined, the retro-8-bit art doesn't work, and the lack of previous efforts does not give one confidence that these things will be fixed.
I agree that failures will help define the value of success in the future. (Experiencing overcoming that is the 'reward' for putting in the effort)
Short answer on the feedback, for the author, you are failing because you are not ready yet. This has been a good checkpoint, and you have some good ideas in this list of comments to explore.
There's only one bit of tangible advice I have for you - and I haven't ever run a successful Kickstarter, so take it with a grain of salt. I've worked in games, and I know that they always take way more time and effort than you expect, even with aggressive cutting/scoping. Whenever I see a game Kickstarter with a target this low, my estimation of its failure probability (even if it's overfunded!) is around 80-90%. It tells me that the people involved don't really know what they're getting into. The lowest game Kickstarter I ever backed was Radio the Universe with a target of $12k (but ended up bringing in $80k), and I fully expected it to fail.
Kickstarter is a way to validate your business model for no money and minimal time. You've just tested your MVP, and the feedback is that it's not what your customers want.
This is pretty valuable, since hopefully by talking to the people who backed your game (and the people here who wouldn't) you'll have a much better chance of making something that is actually wanted later.
If you shipped this as a complete project on your own without Kickstarter then it'd be a great portfolio piece. It would definitely help you land job interviews. It's just not something that people are going to give you money for on Kickstarter. The bar is quite high these days and your project does not meet it. I'm sorry.