Some updates on where we are right now, and some poorly written insight into the stuff that’s going through my head right now are in order.
What is the current status for the campaign?
If we make on average $100 a day, a reasonably conservative guess, we’ll end the Kickstarter with around $4,500.
The extra funding comes from spikes of traffic, which we’ve defined as any day we make more than $600. We need an estimated seven spikes to get the game funded.
- We expect to get an uptake in traffic on the last two days of funding. We’re estimating this will work out to be about 2 spikes worth of traffic.
- We expect to get an uptake in traffic when we have a press release covering the game. We currently have one writer that we’re in contact with, so we’re estimating a single spike.
- We expect to see an uptake in traffic when we release our first gameplay demo amongst the youTube community and amongst our backers. We don’t know how big this will be, but to be safe we’re estimating a single spike.
- We expect to see a minor spike when we revamp our higher reward tiers. We don’t know how much this will be either, so we’re estimating anywhere from half a spike to a full spike.
Added together, we have tentatively accounted for around 4 to 5 spikes of traffic, although we are as a team bearing in mind that our estimates could vary a lot. That leaves us with somewhere between 2 and 3 spikes to find before the end of our Kickstarter, and I feel confident we can find opportunities to get those spikes through other press releases, livestreams, or youTube coverage.
It’s starting to look fairly likely that we’ll get funded.
What’s happening with the tiers?
In a previous post I mentioned that we wouldn’t change the tiers. Since then however, I’ve gotten a lot of feedback from a lot of people and I feel like I was wrong. I’ll be posting about this on the Kickstarter itself today, but what we want to do is work with the community to get direct feedback into how they want the $35 tiers to evolve. Nearly all of our backers right now are featured around the base pledge rates, or the highest $150 pledge. We want to expand our offering at the middle tiers.
While we could leave things the way they are, there’s literally no reason not to ask the community their advice in redesigning the later tiers and making them more attractive. It’s a win-win situation, which is my favorite way to do advertising.
What are the current goals?
With our campaign starting to look optimistic so soon, my priority is to maximize what we’re offering to both the people that have already backed us and the people that will be coming in to look at the project. While we’re still looking for press coverage, getting our name out and relentlessly advertising is less of a concern than it was two or three days ago, so I want to take some of the time I would have spent on that and instead spend it fleshing out the Kickstarter page and giving information to the backers that have been really patiently waiting for it.
Or priorities are -
- To get a working demo of the game
- To get more information to our backers in the form of stretch goals, supported platforms, and poster information.
- To flesh out and redesign our 35 tiers so that they offer more value.
How does funding effect the way our campaign is run?
A lot of what we’ve just put above is simply news, but there’s an actual developer commentary to offer here as well. When we first started the Kickstarter, we had no idea what was going to happen. We spent days jumping back and forth between thinking that we might just possibly get funded to thinking that there was no way that we would possibly succeed.
When you’re in that position, it’s easy to panic, spam people with unnecessary updates, and rush things in the wrong way. Development doesn’t work well when you allow yourself to get into that state, at least for me.
Thankfully, we planned out our campaign pretty well before-hand, so while I’ve been adjusting for feedback, it’s only now that we’re really revamping anything. But despite all of that, it’s very easy to get into the wrong kind of tunnel vision, and it’s important to constantly fight to keep yourself objective whenever you’re working on what you’re doing. Try not to panic when things start to feel dangerous or risky and try not to get too excited when things start to look promising. Stick to the decisions you’re able to make when you’re clear minded and trust yourself in that state of mind.
From the very beginning, we decided that we wanted to center this campaign around our backers and the story of our development process. We had a set amount of money we wanted to get, but far more important than any of that was and is complete honesty and an objective look at our entire campaign. Saying that a few days ago felt like a sacrifice, but only because I was acting stupid and unrealistic. In reality, our openness is and always has been our most valuable asset as a company.
That was kind of long winded. What’s the point?
The point of all of this is just for me to clarify a couple of things. Our campaign is valuable for reasons other than its funding. It’s valuable because it allows us to show other people what indie development looks like on a micro-scale. It’s valuable because it proves that taking calculated risks is OK to do. It’s valuable because it might enable us to make a really fun game that might inspire or connect with people in interesting ways. It’s valuable because it will allow us to build a community that we can approach with future games.
It’s not valuable because of how much money we get.
Now, obviously we want to get funded, because funding enables us to do really cool things. But I’d rather not get funded if people don’t like the game than force people to buy into something that they otherwise would have never shown any interest in. If we get funded, great. And if we don’t get funded, that will stink. But the Kickstarter will still be valuable.
What our current estimates allow us to do is focus more on you guys, so that’s what we’re planning to do.