01. Kickstarter is littered with projects that have huge funding goals.
Examples of current active projects with no real chances and huge goals are:
- Gridiron Champions has a $850,000 goal. It has 151 backers pledging $10,604. It could take 12,140 to 34,000 backers to get funded.
- Legends of the Traveler has a $150,000 goal. It has 20 backers pledging $6,473. It could take 4,840 to 6,820 backers to get funded.
Projects that need over 10,000 backers need a reality check if the project creators aren't already famous or don't already have a large active community behind them.
Some memorable recently ended examples of large goal projects:
Amazing Mouse Kingdom had a kr2,000,000 goal. It raised $838 from 7 backers.
http://i.imgur.com/U5hgngI.pngDoggy Treat Warrior has a $120,000 goal. It raised $169 from 6 backers.
http://i.imgur.com/sjFByPB.pngSurface 2040 had a $200,000 goal. 7 backers pledged $876.
http://i.imgur.com/mDqqdbK.pngSaturday Knights had a $270,000 goal. 299 backers pledged $8,910.
http://i.imgur.com/dcPcQQk.png$100,000 at $25 per backer is 4,000 backers at 100% funded. If there was a conversion rate of 2% of project page visitors becoming backers, then the project would need 200,000 visitors. There is then another conversion rate for people to visitor the project page after seeing press coverage or social media posts about it. This means reaching more than 200,000 people. Large projects need to get press. Lots of press. Many project creators don't truly understand it becomes a full-time job to get enough press for a large project. A project going viral doesn't happen often.
11. A greater than a 75% drop in the number of backers is the cut-off I personally use for an indicator of poor upselling from one reward tier to another. A 80% or 90% drop can mean something is going wrong. When things are going right, the drop will be less than 75%. A 75% drop is not what to be expecting because that would be pessimistic.
When things are going well, it is possible for the tier after the anchor tier to be more populated. Seeing a 50% drop or less can be great. It is rare to see a reward tier following the anchor tier achieve a higher population than the anchor tier, but it can happen.
The big drops stand out. Below are recent 2016 examples.
PIGSODUS had 153 backers at $15 tier and 36 backers at its $25 tier.
http://i.imgur.com/w22UXvs.pngDawn of the Devs had 235 backers at its $15 tier and 17 backers at its $30 tier.
http://i.imgur.com/RfBestt.pngAbatron had 16 backers at $35 tier and 103 backers at its $15 tier.
http://i.imgur.com/xFeCDfZ.pngMagic Dragon Princess had 41 backers at its $3 tier and 6 backers at its $5 tier.
http://i.imgur.com/1OjBOC6.pngElios' Hunt had 136 backers at its $5 tier and 27 at its $15 tier.
http://i.imgur.com/TpJ32tL.pngGLITCHED had 1,841 backers at its $10 tier and 275 at its $15 tier.
http://i.imgur.com/62CLuVK.pngMystery of Woolie Mountain had 143 backers at its £7 tier and 33 at its £15 tier.
http://i.imgur.com/fbhcA6j.pngStay! Stay! Democratic Republic of Korea had 75 backers at its $20 tier and 40 at its $45 tier.
http://i.imgur.com/hrfLBWI.pngIt is rarely the case that a bad drop is the result of another later tier being an extra good magnet at pulling backers to it. Sometimes it can be if an early-bird for a medium-priced tier is involved, but in general that type of pulling upwards is hard to achieve.
I often notice soundtrack tiers are the underperforming ones. That itself is a huge topic. Many projects can get soundtrack tiers wrong. Done right they can be incredibly good performing tiers, but many project creators over-price them. A portion of backers don't care about soundtrack downloads. They'll just go listen to it on YouTube later if it ends up being good.
Good upselling reward tiers have this nice gentle decline.
Vulpine
http://i.imgur.com/jwb4t5R.pngSausage Sports Club
http://i.imgur.com/aKwJAyM.pngHypnospace Outlaw
http://i.imgur.com/qlatTDC.pngDragon Date
http://i.imgur.com/XyaFaqE.pngGLOOM
http://i.imgur.com/vMv7QMd.pngSystem Shock
http://i.imgur.com/JwqRGsY.pngIkenfell
http://i.imgur.com/V1vIK1j.pngBlubber Busters
http://i.imgur.com/6jFX2Ch.pngMany times the poor upselling is partly due to an early-bird tier not being filled. Let's say there is a $5 early-bird, $10 anchor tier and $15 soundtrack tier. When the $5 early-bird tier is around it isn't a $5 jump to the $15 soundtrack tier, its really a $10 jump because it is like the $10 tier doesn't exist while the early-bird is around. Too many early-bird spots can be a serious efficiency problem at covering funding distances.
Another common problem is simply huge price jumps. What is important to realize is that a price jump from $10 to $30 feels more extreme than $50 to $70 (which is also a $20 increase). Pricing psychology is a complex topic. People are willing to spend $5 on a cup of coffee, but a $5 iOS app can seem outrageous. People pay attention to the larger percentage discount tags on Steam sales like 80% a $5 game more than 50% off a $2 game.
A general idea is for the lower priced reward tiers, keep price increases for jumps to the next tier at 100% or less. People can subconsciously think in percentages. A jump from $10 to $20 is good (100% increase). A jump from $10 to $15 is good (50% increase). A jump from $10 to $25 is bad (150% increase). That previously mentioned jump from $10 to $30 was a 200% increase. The previously mentioned jump from $50 to $70 was only a 40% increase.
12. The
Eastern time zone is the most important time zone to plan around. This is where a huge portion of backers and bloggers live.
In general, launching earlier in the day is better. Launching in the afternoon can result in missing being included in that day's news coverage. It is pushing it to launch after 10am ET. There is a big surge in traffic when office workers are browsing the Internet during lunch. Missing that surge can effectively waste a day.
Ending around 8pm ET has been a sweet-spot for a final countdown, but this has been a problem for European-based project creators struggling to stay awake. For European-based project creators I'd suggest deciding how late into the evening you can manage. Ending at 5pm ET would be noon in Vancouver over on the West coast. That would still be acceptable.
What you want to avoid is ending very early in the morning for North Americans. This is a common mistake European developers make. Ending at 5am ET in the morning over here means missing out on potential last-minute pledge upgrades because many backers would be asleep.
By default Kickstarter scheduled in 24 hour parts. Launching at 8am caused the campaign to end at 8am on the final day. There is now a drop-down option to specify the hour you want to end independent of what hour you launched. I keep telling project creators to be aware this option exists.
13. I generally would not advise a 45 day campaign. Longer campaigns can do poorly. Maintaining momentum is a significant challenge. There are many factors like alignment with traffic cycles that campaigns longer than 30 days can struggle with. While long campaigns can find success, there can be factors like pre-launch followers that were a more important part of their success.
17. Tumblr and Twitter do have many artists.
Art communities can grow up around specific medium niches like paintings or pixel art, around individual influential artists and even Let's Play channel fanbases. They can also grow around subject material. Monster girls has become a more popular niche since Monster Musume no Iru Nichijou aired.
There are the places artists go to learn from others. Making tutorials is an option to guest post. There are places like DeviantArt, Reddit and Pixiv where artists go to share their work with others. It can be a very slow process to get traction. Livestreaming of drawing has become a thing.
Sometimes it isn't just about sharing art from the game. An artist may make a funny web comic about a recent episode of a popular Cartoon Network show. The web comic gets shared around the show's community and the artist gains more followers.