I quickly skimmed the project page. 135 backers have currently pledged $3,957 towards a goal of $45,000 with an average pledge amount of $29.31 per backer. The project is in Canadian dollars.
It feels like a cross between
Drift Stage and
Distance. As others have mentioned, there is an empty feeling to some of the footage. Some of the more busy scenes don't have this empty feeling. There could be more information about the project creator and details about the game such as leaderboards in project updates. The 1980s and 1990s retro fun over-the-top presentation style is starting to become more popular. Many of
the backers have backed a few projects before. There were only 8 first time backers. With drifting games what can be very important to the buy decision of a potential customer can be the feel of the controls. If it feels good then even if the levels are a bit empty feeling it can still be a great time-attack experience. It is good to see a demo is in the works.
Project goal$45,000 is not too large to prevent this game I see from getting funded. It does make it more difficult. Getting above $30,000 can be tough without external exposure. The project would be looking at a target of around 1,500 backers just to reach 100% funded. It currently has 9.3% of that many backers. For a smooth run the campaign would need to aim for about $13,500 in its first week.
Launch date: Monday May 4thVery good. Aligns beneficially with many cycles for traffic, press, etc. It is good to not have launched on Friday May 1st like some projects did. The weekly traffic cycle is more important than the monthly traffic cycle. Launching on a Friday means wasting precious time in the
recently launched section on a slow Saturday. It did launch against some heavy competition like
Yooka-Laylee which is soaking up a lot of backers.
Deadline date: Wednesday June 3rdA good day to end, but it ends 22 minutes past noon PST which is a bit early. That can harm how much the final day raises.
Project thumbnailI like it. I like the use of the older Windows and Mac platform logos. The "Play" button is positioned just above the car which is good because the button doesn't block it. The colours grab my attention. I don't see it as a problem. When the demo goes online the thumbnail can be updated to advertise this.
Pitch videoThe first 13 seconds are a slow Hollywood rating screen parody and the studio logo. The remainder is actually really good for showing off some wow moments and pacing. Moments like at 00:45 feel a bit sparse sometimes. Audio levels like the initial static may need some slight tweaking. The video isn't looking like a problem.
Project description field"
An 80's sci-fi inspired arcade racer...with a talking car." is not the strongest description. Information like drifting or other elements of the game could be mentioned.
Project imagesNo animated GIFs which feels like a very wasted opportunity. The game looks much better in motion. The banners are very good with details like damaged VHS box corners. There isn't a photo to let people know who is behind the project. An infographic quickly summarizing information like platforms and answering frequent questions can do well.
MarketingThe Steam Greenlight campaign was launched the same day. This is good. The May 6th update said a demo is being worked on. With a bunch of GIFs an album in the blog format could be posted to Imgur's gallery for some views. That Imgur album could then be posted on Reddit. What results there were on Reddit had some good responses from commenters. I see the
MegacomGames Reddit account responded to a comment on a post in the /r/TwoBestFriendsPlay subreddit.
Drift Stage received a lot of support from that YouTube channel. Doing an Internet search shows that getting exposure through gaming blog posts looks to be by far the biggest problem. A lot of the top results were forums threads over the last 2 days.
Kicklytics shows some decent sharing on Facebook and Twitter.
Project updatesNot much happening. There is an update about the $12 tier that was added. Project updates are very important and can consume a lot of time. One of the disadvantages of a single person team is if the project updates aren't prepared in advance the single person can burn out trying to manage press and a demo at the same time as making updates. I'd suggest prioritizing the demo because it can be update content and used to get coverage from bloggers and YouTube channels.
Here are graphs about the rewards:
http://i.imgur.com/NemSXs4.pngThere is $76 in unallocated funding not traced back to any rewards tier. The number of unallocated backers that did not select any reward tier is a healthy low 4. The $37 is contributing more than normal. It is just below 35% of the allocated funding. To me it looks like an indicator of both a lack of smaller backers due to low exposure and that the soundtrack is a strong point for this project.
There is a huge gap in the rewards structure between the $86 and $365 tiers. $100 is often a hotspot and a well performing tier. Not bridging this gap will prevent more backers from upgrading beyond $86. This is a serious problem. It can result in a lower average pledge amount. The project should be aiming for about $36 per backer. Significantly higher than that could be an indicator of an incoming stall.
$18 was too high a price in my opinion. $12 is much more acceptable for what has been shown. Going above $15 on Kickstarter requires a good history or a lot to show. Now that the $12 tier is effectively the introductory tier, that first adds a copy of the game. The $18 to $37 tiers kind of stumble along, but they are just kinda good enough to work. There needs to be more days of data to see if the $37 to $50 tier needs to be fixed.
The largest priced tier is $730. Higher priced tiers are good to have because if there isn't a tier large enough to hold a pledge, that is a disincentive to make such a large pledge. It doesn't have to span up to $10,000, but I'd recommend at least spanning up to the $2,000 to 3,000 range. For medium sized campaigns it can be good to have a $5,000.
Here is very good news. The project's momentum is accelerating. The number of backers can be more important than the amount they pledge at this early phase. Look at the y-axis gains for the green May 7th bars. This is also visible on
Kicktraq in the number of net new backers in the daily data tab. The true performance of this campaign is currently unknown because its exposure has been limited so far. Getting a demo out and getting more exposure could salvage this campaign's run.
Something people need to realize is that just putting the game on Kickstarter does not automatically mean thousands and thousands of views. There are levels of exposure within Kickstarter.
Power Drive 2000 worked its way up from ranked 236th in active projects to ranked 45th in the games category. To rise up the rankings often takes exposure outside of Kickstarter. Project creators have a pitch video play counter in their dashboard. It is a good idea to monitor that number to assess how well a game is being received. I've yet to see the project appear in the top 20 which is where most of the exposure within a Kickstarter category happens.
The campaign is about to go into its first weekend. This can be stressful for a project creator because it is easy to do poorly for new backers on weekends. Weekends do have some /r/gamedev Reddit opportunities to promote screenshots and the soundtrack.
If the campaign can get over $20,000 then it could have a good shot at a reboot. Just getting over $20,000 could be a short-term goal to push towards.