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1411372 Posts in 69353 Topics- by 58405 Members - Latest Member: mazda911

April 13, 2024, 04:58:45 PM

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161  Community / DevLogs / Re: Mable & The Wood | Kickstarter Post-Mortem on: May 20, 2016, 02:53:34 AM
@io3 - sadly I've now fixed all of the collision bugs! Love the spinny elevator thing, definitely going to see if there's any way I can get that into the game Wink I've fixed that particular collision bug, but there may possibly be some ways you can go through scenery

@Silkworm_sweatshop - Tiny Mable has died as part of the bug cull. Perhaps she'll make a return as one of the alternative shapes (like a boss made up of lots of tiny versions of itself...)

@MegaTiny - there are quite a few speedrunning tricks in there already  Wink

No real update this week I'm afraid. Just been busy getting in touch with the design tiers of the Kickstarter and doing exciting business related things...
162  Community / DevLogs / Re: Mable & The Wood | Kickstarter Post-Mortem on: May 15, 2016, 01:11:48 AM
No problem Jon Smiley

If you think of anything I've missed then let me know! I'm more than happy to share any stats that I can get hold of.
163  Community / DevLogs / Re: SUPER MEGA BEST CAT ADVENTURES: man this is a totally super sweet game (right??) on: May 14, 2016, 12:23:41 AM
True, that's what I ended up doing. Just picking a date once I was happy enough with it
164  Community / DevLogs / Re: Mable & The Wood | Kickstarter Post-Mortem on: May 13, 2016, 11:28:04 PM
Well, I think I've just about recovered from the Kickstarter now. I've been focusing on fixing bugs and tidying things up over the last couple of weeks - there's still a way to go (as the examples below show):

I have actually managed to fix this one now

This one is not fixed, but I think I know what's going on

...aaaaand neither is this (I have no idea what's causing this either)

There are plenty more bugs still to fix, so that's my weekend planned. What are you folks up to?


165  Community / DevLogs / Re: Moonlighter - We're looking for a music composer and a sound designer! on: May 13, 2016, 01:33:44 PM
I forgot to mention: I'd be more than happy to provide you with a ukulele soundtrack Wink
166  Community / DevLogs / Re: SUPER MEGA BEST CAT ADVENTURES: man this is a totally super sweet game (right??) on: May 13, 2016, 09:37:31 AM
Looking forward to the Kickstarter and I love the banners! One of my biggest regrets was not making the campaign page as good as it could have been, so I definitely think the more time you can spend on that, the better.

Good luck!
167  Community / DevLogs / Re: Songbringer: imagine Zelda in a proc-gen'd Star Wars universe on: May 10, 2016, 01:02:50 PM
It was a very good article. One of the reasons I decided to try Kickstarter!
168  Community / DevLogs / Re: Gibbous - A Cthulhu Adventure [Funded on Kickstarter!] on: May 10, 2016, 01:00:19 PM
You're welcome Wink
169  Community / DevLogs / Re: Party Animals! - A Deceptively Cute Political Strategy Game (PC) on: May 10, 2016, 12:59:35 PM
Just catching up with these posts - been super busy. I've got a question around the playtesting: did you watch people playing the game? If so, did you feel that you got more out of that than the questionnaires?
170  Community / DevLogs / Re: Mable & The Wood | Kickstarter Post-Mortem on: May 04, 2016, 11:31:23 AM
Thanks for the post-mortem.  It answered my questions. Smiley

As for going ahead, I've seen a few projects keeping regular monthly updates to let people know how the project is coming along (and after a length gap especially that it's not dead).  Of course, one month's just a general guide and if there's something that could benefit people (finished an exciting scene or attending a game conference) then certainly mention those.  Also, do post news on all social media.  I've seen some projects favor certain social media sites and rarerly post on others (even on Kickstarter) and have also seen that some people would've liked to receive updates on those and not wanting to create new social media accounts.

Yeah I definitely think I'm going to try and get into using Facebook and Reddit - both seem pretty decent for game dev stuff. I'll be going to something like monthly updates. I'd originally suggested weekly updates, but that wasn't taken all that well by my backers!

It's all quite daunting now that I need to actually be organised and get things like surveys and that done. I wish that kind of thing came a little more naturally to me!
171  Community / DevLogs / Re: In The Shadows | Kickstarter | PS4 & XBox One on: May 03, 2016, 03:35:27 AM
It's pretty standard for a campaign to slow down in the middle/2nd half - try not to worry too much about it. I think you're far enough along to get there with a bit of a push at the end.

Also - I'm now a backer Smiley

Good luck with the rest of the campaign!
172  Community / DevLogs / Re: NEW DEMO RELEASED .../// ICARUS.1 \\\... on: May 03, 2016, 03:26:09 AM
Oh I missed this with all the Kickstarter stuff going on - I'll check it out when I get chance, was looking forward to trying it out Smiley
173  Community / DevLogs / Re: Tower of Samsara - Our KICKSTARTER is On! Support now! on: May 03, 2016, 01:33:24 AM
Backed.

Good luck!
174  Community / DevLogs / Re: Gebub's Adventure [72 hours left on Kickstarter!] on: May 03, 2016, 01:32:50 AM
Well, I put a recommendation in my last update for you so I hope some people checked out your campaign from there. Fingers crossed it helped a little!

These last 2 days will hopefully give you a big push and get you over the line - good luck!
175  Community / DevLogs / Re: Mable & The Wood | Kickstarter Post-Mortem on: May 02, 2016, 11:13:25 AM
Here we go:

Kickstarter Post-Mortem

I wanted to talk a little bit about the campaign, how it played out from start to finish as well as what went right and what went wrong. I've heard this kind of thing commonly referred to as a post-mortem. So I'm calling it that.


The Campaign

It's apparently common for Kickstarter campaigns to have most of their funding arrive in the first 48 hours and the final 72, with everything pretty flat in the middle. This is kind of how it played out for me, as you can see from the chart below:


The flat bit at the start is because I launched at 4am GMT

The campaign hit 19% of its goal in the first 48 hours. If only things continued at that rate! It took a further 10 days to hit 50%, by which point I was starting to get a little worried.

I was repeatedly reassured that the last 72 hours would be the busiest, and it proved to be the case.

The final 72 hours brought in a total of £2,204 - which is roughly 31.5% of the target! But where did all those backers come from?

New Reward Tiers

I introduced 3 new reward tiers with 72 hours to go:

  • Soundtrack instead of art book (£12 - the same as art book tier, or you could get both for £17)
  • Your name in an epitaph (£30)
  • Contribute to the music (£95, limited to 2)

These were very popular! Despite clearly stating that I didn't want people to up their pledges for the sake of it, but only if they wanted the new rewards, a LOT of backers did actually up their pledges.

The increase in pledges over the last 3 days accounted for around £500 - about a quarter of the total money raised during that time.

Reminder Emails

I'd heard a lot about the mystical '48hr' email that Kickstarter sends out to anyone who has starred the campaign. These are simply emails that are sent out to remind people that the campaign is ending soon. This brought in 35 new backers for a total of £381, making up 5.4% of the target - certainly not an amount to be sniffed at!

Referrals

There were over 2,000 visits to the page in the last 3 days of the campaign. 65% of these visitors came from Twitter! This made me wish I'd taken the time to build up as much of a presence of other social networks such as Facebook.

Other big referrers in the last few days were Reddit, TIGSource (love you guys), itch.io (from the demo), indiemag.fr, Killscreen and Rock Paper Shotgun. Indiemag.fr and Rock Paper Shotgun were actually 2 of the biggest referrers to people visiting the itch.io demo page, so that cannibalises the stats somewhat, as some of the visitors who came from itch.io will have originated from one of those sites. Ah well!


Kickstarter V External

From the various post-mortems that I'd reviewed, I expected around 70-80% of backers to come from external sources. The lowest I'd been able to find was around 65% external, so I was VERY surprised when I saw this:


Clearly I'd not done a very good job of spreading the word about the game!

It was very positive to see that the Kickstarter community rallied around the campaign so much. I couldn't keep up with the number of tweets that were showing up and there were some lovely messages of support sent to me through the whole campaign. I'd 100% run another Kickstarter based on what I've experienced so far.

Here's the referral data in more detail:


A lot of that direct traffic is, from what I can make out, from various websites that covered the game. Siliconera and Slickster were nicely timed in the middle of the campaign (which you can see as the little bump)and I think they contributed a lot of the 'no referrer information' backers (obviously alongside the other gaming websites).

It would also be unfair not to mention indiegames.com, Gamasutra and Cliqist - indiegames and Cliqist in particular do an amazing job of raising awareness of and supporting small, interesting indie developments. Cliqist is also just a really nice site to use Smiley



Reward Popularity

I think I got this wrong:


Ideally, I would have liked for the tiers to have contributed almost evenly to the total. As you can see, that really wasn't the case. I don't know if this was the pricing, or if it was that I hadn't done enough to really sell any of the higher tiers.

I think it is most likely to be a combination of the 2.

The £1 was a bad idea. I think it devalued the higher tiers and didn't really contribute much to the total at all. Having 200 early birds worked well, and the £7 feels like it was priced about right. The jumps after that are maybe too big, particularly when I didn't really have any concept art on display and there was only 1 (albeit amazing) song for people to listen to.


What Went Right

Press: I tried to have an honest approach with people from the press. I love this game, but they know nothing about it. I tried to make sure that whenever I emailed them, there was a good reason for it - there was a story in the email and not just "Hey! Look at my game!"

The new rewards: This really kicked off a surge of backers, as after an hour or two of announcing them it looked like we'd hit the target no problem, which obviously bred confidence in other potential backers, particularly when those 48hr emails went out.

Having a demo: This was vital. The response was excellent, despite me feeling that it was nowhere near good enough to show people what the game was going to be. It led to a number of wonderful videos on YouTube (just search Mable & The Wood, they're all lovely).

Delaying the Kickstarter: I still wasn't prepared enough, so if I had gone ahead with the original launch date I would have been well and truly screwed!


What Went Wrong

Preparation: I should have had the demo done. I should have been more active here. I should have already had some press for the game. I should have had an active Facebook group and Subreddit for the game. I needed more time to prepare before the launch, but the next point on this list kind of got in the way:

Working a full time job: I didn't book any time off to prepare the game or during the campaign. This was a massive error. I totally underestimated how much time commitment was required to run the campaign. Getting the demo finished off meant I was up until 2-3am for several nights in a row, and then up at 6 or 7am for work (with a few wake ups from the baby during the night). I have no doubt that this had a significant impact on the performance of the campaign.

Getting ill: Seriously, slapped cheek syndrome is hell! Perfect timing the day after I launched the campaign too. I know this couldn't be helped, but it definitely had a big impact as it really hit the momentum at the start.

No Thunderclap: Thunderclap is great. Use it.

Releasing the demo too late: I think it was too late by the time the demo came out. It had a great impact on the campaign and helped me get more press mentions, but I don't think it had enough time to push as many people to the campaign page. The itch.io page is still getting a lot of views and downloads now, so those people could potentially have been backers had I released earlier.

It was also swamped a little beneath the Ludum Dare games - the theme of which was 'shapeshifting' (I mean, come oooooooooon). So yeah there was that.

-

I've probably missed off a million things here, but there's just so much to take in and try to comprehend. If I've missed anything you'd really like to know, then just comment on here and I'll answer it.

Ask anything, I'm happy to share whatever you need to know if you think it will help you.

Thanks everyone and I'll be back soon!
176  Community / DevLogs / Re: [Kickstarter live] Gibbous - A Cthulhu Adventure on: May 01, 2016, 11:24:22 AM
Awesome!!

Congratulations guys  Smiley
177  Community / DevLogs / Re: Gebub's Adventure [3 days left on Kickstarter] on: May 01, 2016, 11:23:37 AM
Can't believe I'd not backed you yet. That has been rectified.
178  Community / DevLogs / Re: Mable & The Wood | Funded on Kickstarter!! on: April 29, 2016, 03:11:21 AM
Thanks Michel!

Those last few hours were intense. Back at work today and I'm soooo tired - coffee is keeping me alive right now.

 Coffee
179  Community / DevLogs / Re: Mable & The Wood | Minutes to go on Kickstarter!! on: April 28, 2016, 03:08:09 PM
Grats on a successful campaign. Been following this for awhile now. Having some financial problems so I wasn't able to help out with the campaign. I'll definitely have some spare cash when it comes time for the game to release though!

Congratulations on getting funded, too bad it dipped a little under 8k pounds. Looking forward to the post-mortem and any information you have about how you went about the campaign and press releases, etc.

Thank you Smiley

A post-mortem will be forthcoming. For now, I need to do a thank you update for my backers and I need to sleep!
180  Community / DevLogs / Re: Mable & The Wood | 2 hours left on Kickstarter (then I can sleep!) on: April 28, 2016, 02:04:05 PM
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