I know a few were following our fund raising attempts on Kickstarter, so I wanted to post this follow up. We are relaunching our Kickstarter campaign with a revised funding goal, revised reward tiers, and revised video that is wayyyy less boring than the original teaser trailer.
We fell far short of raising the money we needed on our first attempt (we only managed to raise $500 of the $5000 we had hoped for). However, we learned a lot from our first attempt on Kickstarter, and got some great suggestions on how to improve its overall appeal.
Even though we did not achieve our goal in fund raising, it was still a great success in marketing, community building, and finding our audience. Overall, it didn't impress the typical TouchArcade user very much. However, there is a large following that grew over in the BoardGameGeek community, as well as with many tactical strategy game fans. They helped point out similarities in our game to classics like X-Com and RoboSports which we had totally overlooked!
Their feedback and response has helped us refine our marketing message, and hopefully define our niche much more clear.
Our new campaign has a much lower funding goal of $1000, this is the bare minimum needed to pay an artist and get an additional layer of production quality polish put on the game. We thought it was worth one more attempt at fund raising with a more refined presentation because we really want to include the in-game illustrated art and cut scenes with the initial release. Also we'd love to be able to release it as soon as possible, so the funding could help us take additional time off real world work to dedicate to finishing the development.
You can check out the newly launched Kickstarter campaign (and pledge if you like) here:
http://www.kickstarter.com/projects/bravadowaffle/roboarena-asynchronous-multiplayer-tactical-ios-gaEven if we fail a second time to raise the needed funds, I'd still recommend it to any developer looking to release a serious game. It's a tremendous learning experience and it's awesome free marketing. You get to see exactly what kind of person your game appeals to, and get to communicate directly with, and find, your biggest supporters (those willing to pledge to your project). Every asset can be reused later for other marketing purposes, and if you are a no name developer who is new to the scene, it's a great way to get some quick initial exposure!
What do you think of the new attempt? Better than the old one? Any marketing suggestions for getting the word out?