This week, Dan takes us through his experience with child-safety testing of his game Dino Dude Ranch. For designers thinking about making games for children, this must-read post covers everything from who he used to test, to the costs of doing it, and whether he feels like it actually helped.
In Lesson #6, Dan takes a close look at what it means to work with a Chinese manufacturer and WinGo, in particular. He answers questions of many new game publishers about how to communicate, get the right costs, and produce a quality product.
In Lesson #5, Dan interviews Mike Wokasch (of Fairway 3 Games) and co-founder of The Indie Game Report. Dan asks about Mike’s Starving Artists campaign, how he did his pre-launch marketing, how he handled a very engaged backer community, and a bunch of other things.
Kickstarter campaigns are crazy. Launch day is probably the craziest of all. In Lesson #4, Dan takes you through his launch-day, marketing checklist. It includes a great list of what to post and where.
Card game designer, Behrooz Shahriari talks a little bit about designing a game system (in his case Wibbell++).
In this Lesson, Dan takes a look at the Unexpected costs of his Dino Dude Ranch Campaign. From the costs of bar codes to printing errors, these amounts add up. Learn from his mistakes so you don’t have to make them.
Welcome to my second post of experiences and lessons learned as a small publisher using Kickstarter. This post will try to explain in depth my experience with EU Friendly fulfillment. There were definitely a few issues and delays that were very unsatisfying and the best way to make sure this does not happen to anyone else is to let you know about what I went through. The company that I worked with for EU Friendly fulfillment was Ideaspatcher. This analysis is not a review of my collaboration with Ideaspatcher but about the overall experience of sending the games to France and providing EU Friendly Fulfillment.
I am fairly new to the board game publishing world and have run 3 successful Kickstarter campaigns in the past two years (Dino Dude Ranch, Dirigible Disaster, Ph. D. The Game). I figure it is time that I reflect back on some of my experiences in order to pass some knowledge that I have gained on to anyone else who might be interested in doing the same. I already have the first 4-5 posts planned for this blog and will try to post new ones as often as I can. This first post is going to touch on what I consider are some of the biggest mistakes I made when running my first campaign (Spoiler Alert: I plan to discuss my experiences with EU friendly shipping in my second post).
Guest article by Mike Mullins on designing solo games.
Guest writer, Chip Beauvias explains why you should still design “unpublishable” games.