Overall a good collection of advice. The quote from Ron Gilbert about selling a Kickstarter campaign is a good one.
The blog posts on
Stonemaier Games have lots of advice about shipping physical rewards.
I see my old 2013 Kickstarter guide on /r/gamedev was linked to. Slowly I've been trying to convert
paper notes into an updated guide. It is getting crippled by
scope creep and reorganizing.
I've been looking deeper into how to better schedule Kickstarter campaigns. Here are two of some of the most helpful points I have about that topic:
● Do not launch or end a campaign on Fridays or Saturdays. Scheduling a Kickstarter campaign often comes down to finding a stretch of 30 days that will satisfy those conditions. Weekends become something to fear and endure because of the dips in traffic they can cause. I've witnessed too many small campaigns launch on a Friday and immediately stall out because of a lack of a pre-launch community.
● You now have the freedom set the specific ending hour of the campaign on its final day before you launch. Kickstarter added this feature. If you don't use it, your campaign ends on the hour of the day that it launched. This means a campaign that launched in the morning potentially loses out on some of their best pledge earning momentum near the end by also ending in the morning on the final day. If the ending hour was set in the evening, that same campaign could have brought in a fair chunk more in funding. In general, do not end in the morning for the Eastern Time Zone. Time at the end of a campaign can be more important than the time at the start of the campaign.