Dan talks to our very own, Carla Kopp of Weird Giraffe Games, about her Kickstarter campaign.
Board Game Geek (BGG) is a fantastic site but most creators that use it have a love/hate relationship with it. The site has a lot of users, is a fantastic resource for all things tabletop, and is a great way to spread word of your crowdfunding campaign. However, although useful, the site is archaic and can be troublesome to navigate, especially for newer users.
In today’s post, Dan goes big data. He analyzes board game projects over the last 18 months to test the common wisdom of how most project funds.
I recently concluded my Kickstarter campaign for Groves. During this campaign, I found many ways to help spread word about the campaign but what surprised me the most was how interactive people were with our Tabletopia version of the game. I expected potential backers to be interested in the prospect of playing the game digitally but I did not realize how many would actually play it. We were lucky enough to get data directly from Tabletopia and this post will dive into all the juicy details on how Tabletopia helped drive interest to our live Kickstarter campaign.
It’s the perpetual creator question: how much of the art really has to be done before I launch my campaign? In today’s lesson, Dan takes a stab at answering that very question: how much art is enough?
Recently, Dan had the opportunity to sit down with Matt Holden, the founder of the Indie Game Alliance (IGA), a group formed to help smaller publishers unite to make a bigger splash in the board game industry. He provided some insight on the IGA, what they do for publishers, and how they can help a publisher’s campaign before, during, and after their campaign!
Last September I was first invited to use Slack. The founding members of the Indie Game Report (TIGR) thought it would be a good idea to collect all of our official business and pending projects in a single area and they thought Slack would be the most ideal way to do it. Having never heard of Slack before then, I was a little hesitant. I am pretty young but I am sort of a dinosaur and new apps frighten me. I timidly joined the TIGR Slack channel and to be quite honest, it rocked my world.
The only platform I have ever used to crowd-fund my projects. Up until recently, I had never used IndieGoGo or GoFundMe. Recently, I (along with many other creators) have been approached by IndieGoGo to run an InDemand Campaign for one of my previously funded Kickstarter Campaigns InDemand is set up so that creators can take an already funded project (on Kickstarter or IndieGoGo) and continue to collect pledges for as long as the creator wishes. I recently gave InDemand a test run for my game Gadgeteers (which funded in September 2016) and I wanted to discuss my experience with this feature.
Compiling and utilizing and email/subscriber list remains one of the best assets a creator can use to spread the word when launching a campaign. However; an email list will not just appear out of nowhere and it is up to the creator to develop a large, engaged following. Unfortunately though, there is no “get-rich quick” method for making this work outside of hitting the pavement and making connections. All of the promises to grow your subscriber lists exponentially will often add subscribers but they will not be engaged, will not read your emails, and will not be interested in your products. It can be hard and frustrating to get your email list subscriber numbers to a level you are happy with, so here are just a few tips I have utilized to help grow Letiman Games’ mailing list.
I often browse many kickstarter forums (mostly the groups on Facebook) and I often see the question come up of “Should I include a Print and Play (PnP) in my campaign?” Whether you decide to offer it for a price or give it out to everyone free of charge, I definitely think it is a good idea to include a Print and Play in your Kickstarter campaign. This post will explore all of the reasons why I feel the way I do.