I guess I'd need to study up marketing and how to manipulate people but whenever I do, I always feel nauseous and feel that I'd rather not get funded then start playing games to elicit certain responses from people.
Please don't say this. Marketing is a reputable field that's plenty useful. I don't like when people go by "marketing is like selling your soul to the Devil". It's not that like that. Everything you do, if you expect it to be viable, needs to cater to a market. It's always like this. I'm not talking specifically about Super Toaster X, but about this sentece you said.
It is not playing games nor deceiving people, it is understanding that everything you do it impacts the world and the people in a way, and shaping it having this in mind. Some of the most creative indie successes do this cleverly. And yeah, it's fucking hard and it's fucking mysterious and it's sometimes frustrating.
I'm actually pretty zen about this. I was saddened by the lack of supporters from TIG. I thought that considering how long the game had been here and what I interpreted as interest into the game would translate into backers but it wasn't the case at all. I thought people would pitch in a buck her and there but nope. It's hard to interpret things like this. Does it mean that people aren't interested into the project? Or maybe it means that the people interested in this project do not coincidentally back projects Kickstarter. Who knows. It's all speculation.
It can mean a lot of things. It's all hardwired in our brains in different ways. My case, for instance, is as said in my thoughts on KS: it's all about the empty bar issue.
Let's say there are several types of potential backers. You need to secure you're highest potential fans. That's not me, because of genre and functionality (I already know hiragana and katakana... not sure if I still remember it). I'd willingly pledge as a friendly gesture, but as I said many times: I only back when projects are above a certain %. Sincerely: I HATE to back projects that I know they will fail. I'm also a backer that RARELY backs a project the first time it sees it. I save it always for later. So far I've backed around 77 projects.
Sometimes I am one of those core backers that back a project no matter what. But sometimes I'm a "bandwagon effect" backer. I see projects that seem interesting but I'm like "OK, let's see if later this is at 80% or more". I completely know that this might be frustrating as a creator. Like "damn, but if all the hesitant backers pledged, we might hit 80%". But unfortunately it doesn't work like that. You must get the core backers to unlock the extra ones.
That's why normally there's no middleground: projects that fail and projects that goes over 150%. Yeah, there's a good bunch of 100-110% projects. But let's be honest: an analytic eye can spot that a good % of these projects have hit the main goal thanks to an internal boost, which is not necessarily bad. This is not me being skeptical, but just analytical. If you get Kicktraq and star analyzing the evolution of projects day-by-day lots of times you spot this kinds of movements.
This being said: you have the projects that struggle to get to the main goal (which might be divided in "failed projects", "sincere tight successes" and "self-boosted tight successes") and the ones that get an early success, which usually translates into a really over-the-top success.
Please, note that I'm not critizicing self-boost tecniques. It's totally legit. Maybe you're OK with getting 50% of your main goal as long as you commit to get the rest from somewhere else in order to get the project done.
I'm glad I gave it a shot. I learned a lot from the whole process. I think the most important lesson here is that marketing is pretty much everything. In a few exceptional cases, some games will get their advertisement across from people talking about it but good marketing can mean financial success even on a poorly made game. By the time people realize the game isn't what it was supposed to be, it's been already bought anyway.
Yes and no. Sometimes excellent marketing can sell poor games, but this is not as common as people might think. This is a cynical point of view which is not 100% realistic. Think of marketing as an amplifier. Good marketing is key. Thinks as a multiplier. You have a 1 to 10 game that will perform from 1 to 100. So a 3 game with a 10 marketing will get a poor 30. And yeah, a 10 game with a 3 marketing will get also a poor 30. Good marketing will get people to see your game. But if you're game is bad, it won't be that helpful.
And yeaaaaah, there are exceptions. We live in a crazy era. But still, you can't base a line of thought on crazy references of dumb games that go crazy successful beacause of massive crazy fandom. That's like starting to buy lottery because you heard of a guy who won the lottery. Still kinda crazy.
Best thing to do: 10 game with 10 marketing.
I think when it comes like a niche game like STX, it'll slowly get known in smaller circles along the way. I can understand why indie gaming sources wouldn't want to cover it. It's just not something which would bring them a lot of views, meaning there's little to no motivation in covering it.
Well, yeah, in this case, the game's pretty niche. If I don't feel like learning hiragana/katakana, I won't feel very appealed by the game. Even if I'm interested in Japanese, Katakana/Hiragana is like the small part of it. Kanjis are the big thing.
You know what's weird? The functionality is so niche that it blinds people from what could be an interesting mechanic. Let's forget hiragana/katakana is part of a real language. Let's say this is an innovative game where you must learn a fictional language in order to learn a cryptic magic. It's not about actually learning any language (dodging the very niche approach), but about a very innovative mechanic where you must acquire a complex skillset to succeed in the game. Now there's not that niche and it has an interesting added value. Not sure, this might wouldn't work, but it could be interesting.
As a marketer myself I have another note. Please, I don't want to sound harsh or resultadist. I didn't comment the actual game so far (I was interested in specific KS campaign stuff), and now I have some time and I see you interested in that. A note on this is that the toaster theme, even if it's kind of silly, it doesn't seem like a clever choice, market-wise. It's silly but that's that. It's safer to choose on of many popular themes. This doesn't mean to be not creative. You can add your own twists to it. Look at current and recent successes at Kickstarter:
> Lost Ember: you're a Wolf. *cough* *cough* OKAMI *cough* ZELDA: TWILIGHT PRINCESS *cough* *cough*
> Inkenfell: a highschool for witches
> Moonlighter: fantasy and heroes... but you're the owner of a shop! (classic theme with an interesting twist)
Final comment, that might be harsh, is to avoid long-production projects. I collaborate with a publishing company and I see this more often than recommended. I know EVERY PROJECT has its own reason to explain an over-long production. But unless you're a AAA game, this NEVER is a good idea. Best way of getting a succes? reducing production a lot. This way projects are cheaper (in time, money and work), therefore getting back the costs is easier. Also, you create more projects on this first stage, maximizing the chances of success.
I always comment the case of Vlambeer. They have spent lots of time in Nuclear Throne. And people might say "yeah! But it's a huge success!". Right, totally agree. HUGE FAN of NT. But they started with smaller games such as Ridiculous Fishing or Super Crate Box. This let them to
a) get more experience and knowledge
b) get better at faster at making games
c) get money to re-invest in bigger projects (like Nuclear Throne).
That's that!
I hope all this is helpul to you (:
You have great drive. You just need to keep going and going. But shorter cycles can do magic!