My friends and I have been working on a board game for over a year now, and it's finally ready for its own Kickstarter campaign! We've got a ton of awesome stuff to show you already, so check that out for sure. This game rocks, and all we need is money for more art and manufacturing. This is the real deal, people.
EDIT:
And, as of two weeks later, the campaign is canceled. I shouldn't say canceled, maybe. More like put on hold.
After a great opening sprint, pledge rates stalled badly, and it became quite clear that we weren't on track to make our goal. We definitely made a lot of mistakes in our inexperience (this is the first time any of us have done something like this, and you can only prepare so much by reading internet articles), but we learned a lot so it wasn't a total wash! We've got a lot of stuff to work on, but we'll be trying again soon for sure. Hope to see you early next year!
To do:
EDIT:
And, as of two weeks later, the campaign is canceled. I shouldn't say canceled, maybe. More like put on hold.
After a great opening sprint, pledge rates stalled badly, and it became quite clear that we weren't on track to make our goal. We definitely made a lot of mistakes in our inexperience (this is the first time any of us have done something like this, and you can only prepare so much by reading internet articles), but we learned a lot so it wasn't a total wash! We've got a lot of stuff to work on, but we'll be trying again soon for sure. Hope to see you early next year!
To do:
- Make awesome demo copies and send them to important people. This is not something you can do last minute and expect people to get a relevant article written about you (obvious, in hindsight).
- Bring the price down. We had (have) the intention of delivering the best board game available, but $60 is a good chunk of change. We should be able to promise a great game for cheaper, even if we have to make some compromises to do it. This is what stretch goals are for!
- Get even more flashy content. This is actually something we did really right, and I think the artwork we revealed played a huge part in our early success, but bigger is better. We've got a couple months, so we'll work on getting more of the game ready to show off.