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Concept To Funded Kickstarter in Less Than a Month. [Tabletop]

DennisD

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The Beginning:
Boardgames are the future. I give them a LOT of thought.
(An anti-tech trend will be upon us soon... followed by a homeostasis that balances tech and non-tech entertainment.)

On December 24th, 2014 (christmas eve) I had an idea for a board game... My girlfriend and I printed up our own holiday Cards Against Humanity (CaH) cards and were having fun playing together. The problem was CaH is a 4-20 player 'party' game.

package-1.jpg


We didn't have a party, we're just two people... but we still wanted to play.
I searched online for two player variations on the rules, and all I came across were discussions about how impossible it was.

There were people asking these questions online. This proved that there was a NEED.
They said it was impossible. This proved there was no solution. If I could solve this need with a solution.. I'd have a viable product on my hand now wouldn't I?

This was an opportunity I didn't want to ignore. VALENTINES DAY WAS COMING UP and I thought this game could capitalize off the press-wave of couple-related activities. I had to launch within a month!

Solving The Core Problem.
Over the next week I started breaking down the problem into logical steps.
The first solution that came to mind was to add 'simulated players' via random cards from the deck.

I did it... and it was exactly as the people chatting online said it would be: unfun. When you can tell which cards are human played and which cards aren't... they're not really 'simulated players' like I thought they would be. It's just extra noise.

That's where others had stopped... they encountered a problem, and threw their hands in the air in defeat. Years of entrepreneurial failures, near-successes, and hindsights taught me to keep pushing.

So I solved the first problem: Categorizing/Labeling cards into distinct piles eliminated the issue and now these simulated players would work! I labeled each card as a "Person" "Place" "Thing" "Verb" "Exclamation".

The game was officially in "alpha" stage and playable!

jyvjpMz.png


True, it didn't have a name, manufacturing process, or launch date... but the core concept was sound.

Solving The Secondary Problems.
Solving the first problem only created a dozen more.
  • Was complicated, too many piles of cards
  • Person/Place/Thing/Verb/Exclamation labels made the game feel educational and not fun
  • Wasn't intuitive/hard to explain
Even though the game was a complicated mess and not ready for the public, I pushed forward. I created a TheGameCrafter (TGC) account and looked at potential pricing for my game. They are a print-on-demand gaming company with a MOQ of 1 unit.

I compared how much it would cost to provide the amount of content that CaH provided. The BASE COST would be $70. CaH could afford to print 400+ separate cards per deck because they were printing in such high volume. A small guy like me could never compete!

B3S1U9b.jpg


This was the moment I wanted to throw my arms in the air and give up.
OBVIOUSLY selling a less-fun. more complicated knock-off of CaH would do poorly. There's no way I could compete.

Years of entrepreneurial failures, near-successes, and hindsights taught me to keep pushing.

I realized that this was just ANOTHER problem I'd have to deal with... just like the first one everybody else gave up on. Creatively... how could I lower the price of the cards BESIDES ordering a few thousand at once?

DOUBLE SIDED CARDS would cut manufacturing costs in HALF!
I ran the numbers again... and what I saw was much more feasible. For $35 base costs I could get a prototype of the game made.

While talking to other game designers, they pointed out the TGC had SQUARE cards, which would cut down costs yet again! Hizzah, I had a workable solution to lower costs!

Design.
The game was still pretty complicated. Mostly due to the labels. Did the player really need to KNOW that they were person/place/thing/action?

No.. the questions and answers just needed to line up. They didn't need labels, colors would work just fine... so I removed the labels and my girlfriend (an artist) decided on a color pallet.

This is the current design of our cards:

4UTpol3.jpg


There were a DOZEN other struggles I had with design... but they don't really matter. They didn't involve overcoming any great struggles.

It's at this point WE HAD A GAME!

The thing about the design, is it ADDED SO MUCH to the actual gameplay.
All of a sudden, hand management became a STRATEGY. You weren't just playing a card, you were THROWING 3 CARDS AWAY.

Preparing For Kickstarter.
Remember, everything I talked about took place within the span of 2 weeks. My launch-date was approaching and I needed to get prepped for kickstarter!

I spent the MAJORITY OF MY TIME writing and rewriting the sales page, tweaking the images and video.

The message HAD TO BE RIGHT, it had to speak to a very specific audience... especially if I wanted to capitalize on press writeups. I can't tell you how much love and attention the sales page got... especially considering how difficult the game is to explain verbally. It all had to be done with images.

4bf62a52b88a34da75eff5778931f5ba_large.gif


Even now, after the launch, there's still a lot that needs doing, but juggling time is so much of a challenge.

Once the branding was to a place of comfortability, I reached out to every blog I could manage. I started spinning crazy new angles at them. "Write about gamification of society!" "Write about technology ruining our lives!" "Write about valentines day activities!"

I lined up about 4-5 articles featuring the game that would go live at the end of January. I pressed "Launch"

Launch Day
So that night, I got a backer who pledged $100. I woke up to two more backers pledging the same. $300 overnight? With no community or mailing list?

What? How?

As it turns out.. All the prepwork I did on the landing page PAID OFF. From the very conception, this game had an audience.


Marketing isn't just about PR, Press, Social Media, and PPC. Marketing starts at product conception. When you design and develop a product to meet the needs of a specific group, THAT'S MARKETING.

Having a good product, and clearly communicating the value you bring are just as much marketing as anything else! And it showed.

By the next day, I had funded 100%.
5Ccx1C0.png


I have 28 days left in the campaign, and I'm hustling every single day... writing guest posts, working social media, generating buzz, releasing videos.

I have a winner here with a bright future and I'm going to pursue it.

Edit: Stupid me. Just occurred that since I talked up the sales page so much, you're probably want to see it: https://www.kickstarter.com/projects/389081548/original-spin-the-only-party-game-for-2-players
 
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DennisD

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Congrats on your success!

Just wondering where you targeted prior to the launch - did you talk to any bloggers or traditional media .etc? How did you get traffic to your KS page upon launch?

Thanks in advance, and good luck getting even more funding!
Thanks for the luck.

I asked my friends to share it on their facebook and basically won't shut up about it (I try to be nonspammy, just excited).
A few of my friends and business buddies supported me off the bat which was REALLY nice... it gave the project some social proof.

I contacted blogs and press like mad... but nobody had a chance to get back to me, write about me, or feature me yet.
I have an interview with somebody scheduled for tomorrow... and a few stories going life the end of Jan.

When I asked my biggest backers how they found me.. they told me it was through Kickstarter's "new" page. They saw the graphics, they watched the video, and they connected with the project emotionally and wanted to back it.

This is why I said that marketing's more than just 'getting it out there'. Marketing starts at conception of the product. Design and color choice are informed by your target demographic, your words on the sales page are informed by target demographic, headline, etc.
 
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Ticket to ride is a lot of fun. I hate Munchkin. I love cooperative games (Pandemic, Zombicide, Castle Ravenloft, etc...)

Creator of Forbidden Island and Pandemic did a game called Forbidden Dessert and it's my absolute favorite. Smartsmartsmart behind-the-scenes game design. The "hidden information" feature was groundbreaking.

This wont happen in the general population.
I don't think people will be burning their laptops in the street, and I don't think the movement will have a "name".

But I think we'll see more rude stares and intolerance for using your phone in social situations. We'll see more shaming for using social media too much. It's already infiltrated popular media. The show "Selfie" was anti-tech (too much so, unfortunately) and even as early as 2007 children's programming was incredibly antitechnology.

I really really think we're going to see people fed up with all the apps they have to keep track of and never use.... any newsworthy incident on top of that and we'll bounce back to technology that's main selling "feature" is simplicity.

Do you think you could repeat the technique of getting on the "new" page? or was it more of a "lucky" thing?
No. I didn't plan on it happening this time, and I would never plan on it happening ever. It was an incredibly lucky break early on.
I planned on (and will continue to plan on) driving all my own traffic. The moment I even cross my fingers for a lucky break is the moment I'm being lazy.

What do I have in the works that's PLANNED content?
  • I reached out to a few big relationship blogs to pitch a story about relationships and playing board games. One agreed (150K monthly readers).
  • Once that article goes live, I will use it as leverage to reengage other relationship bloggers
  • I pitched an article to lifehack "10 low-tech valentines day hacks to blow her away". They accepted, my article to them is due in 3 days. "Board games" is hack #3 with my KS video embedded
  • TGC is promoting me to their audience 2x throughout the life of my campaign, since I publicly stated they're my go-to manufacturer for smaller orders.
  • I'm responding to HARO entries daily... even faking expertise when I have to.
  • My YT channel RebelFund, which I started a few months ago covers kickstarters, of course, will be covering MYSELF (the whole reason I started the damn thing)
  • I am reaching out to every successful kickstarter I covered on Rebelfund, asking for a social shout out.
This is the type of promotion I planned on from the start... and why I designed my KS/Landing page the way I did. It just-so-happened that the random views were on-board with the core message/sentiment.
 

MJ DeMarco

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Rep++

Awesome post and very nicely done. @ChasingPaper and @Ubermensch ... THIS IS WHAT VALUE LOOKS LIKE, not "I'm going to own a Bugatti and talk about it for years!"

Curious, instead of going to a 3rd party game shop, have you tried to outsource parts of this directly? I would go directly to manufacturers as opposed to some middleman who is taking a piece of the cut. That's why you are having trouble getting good pricing.
In fact, when you say that boardgames are the future, what do you mean? What makes you so sure? I would love such a trend.

I mentioned this as well. I think people are starting to wear thin on digital socializing and again are trying to reconnect on a personal, human level. Board games do this. CAH is a great example of people getting together in real life, not on some screen and keyboard.
 
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DennisD

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6 hours to go! Congrats on hitting your stretch goals!
I'm super stoked! I can afford a production run big enough to turn this into a legit business!
I planned it so it ends at 11:59pm. One minute later, and it's my 27th birthday. Damn fine birthday present to myself :-D
 
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Customer Engagement

Let's talk for a few moments about what customer engagement is NOT:

  • starting a twitter account and waiting for people to follow you.
  • spamming a shitton of emails with polls to help YOU make more money.
  • giving coupon codes
  • asking permission
Customer engagement is not about you. It's not about your selfishness.
It's about the customer. Entirely about the customer.

This is what customer interaction looks like:


It's about finding your audience
, backers, and supporters... and then publicly embarrassing them.
Make them wish they never supported you.

Wait... I think I did it wrong.
F*ck.

Oh well. I guess this counts as branding right?




Right?





( ͡° ͜ʖ ͡°)
 

DennisD

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Not to hi-jack, just to say your timing is unfortunately the same as:
https://www.kickstarter.com/projects/elanlee/exploding-kittens - as I write this he is over $1.3m in under a day!

I wouldn't say unfortunate at all....
I'm actually excited about it, it's fortunate if anything.
I just had this argument with another game designer.

The only people who suffer from losses due to another project doing well are people who relied on random people to fund.
  1. I didn't PLAN on random people funding my kickstarter, it just happened.
  2. Our audience doesn't overlap. He brought his own audience from TheOatmeal.
If anything, he's educating and bringing new people to kickstarter who haven't backed before. While they're supporting him, they might go on to support similar games. If not now, def. in the future.
 

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Digamma

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That's so cool, man. I love tabletop games.
In fact, when you say that boardgames are the future, what do you mean? What makes you so sure? I would love such a trend.
 

DennisD

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Looks like the experience will be worth a million bucks.
:-D. I think so.

I'm really excited... I can't sleep... all I'm doing is thinking about my game and moving forward. 3 hours of sleep last night, legit.

This isn't just a F*cking dream anymore, this is real RIGHT NOW. I can afford a 1K run of the base game and I'm moving forward with it as soon as my business is officially incorporated.

The part I'm worried most about is LOGISTICS... my weakest area.

What scares most others is marketing/selling the game.... which is oddly the part I'm actually excited and confident about. I've been doing freelance marketing and sales for almost the past decade... Once I have the games within arms length, the amount of $$$ made is only capped by my hustle, which I have plenty of.

Within a few months, selling this game will be my full-time job and I've never been more excited in my life.


My Other Projects.
Within the past few years, I've started and stopped a dozen other projects.

These are things which all had potential but weren't profitable at the time. These are things which I couldn't justify continuing work on while I had bills to pay. I DO plan to come around full circle on these things... and I have a step-by-step gameplan on how to get back there from here.

Immediately, however, this game needs my full attention.

Scale

I intentionally made this game mass-market for a reason, and that reason is to SCALE.
I want to use paid advertising to target a very specific target niche. I send them to a unique landing page with a video that speaks specifically to them.

I already have the "for couples" message refined so that's where I'll probably start. Once I find the combination of ad-copy+landing page that generates a positive ROI, I can scale and refine...

Then I set-up another ad/landing page combo to target science-fiction fans. Then I set-up another to target gaming fans. etc.

These categories are SO DEEP that they can expand ad-infinitum without running out of leads... so each successful campaign won't be a short-term win, it'll be a limitless revenue source.

Expansion Packs
This is the brilliant part. Expansion packs CREATE new demographics. If I want to target pet-lovers, for instance, I create an expansion pack specifically for them. I send them to a new landing page with the game+expansion pack combo and sales copy specifically for them, and I've just created a new revenue source.

I can individually target:

  • Parents
  • Horror fanatics
  • PC gamers
  • Fantasy readers
  • Comic Geegs
  • Fashionistas
  • Foodies
  • Frat-bros
  • Gym-rats
  • Hip-hop listeners
  • Bostonians
  • Sports fans
  • etc, etc, etc,
There is literally no limit to how many people across the world I can craft a direct-sales message for, and no limit to the amount of games I can sell via each channel. This one simple single boardgame, is worth MILLIONS with the right attack strategy.
 
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Maybe that's what he means. :)
orly_owl.jpg

I mentioned this as well. I think people are starting to wear thin on digital socializing and again are trying to reconnect on a personal, human level. Board games do this. CAH is a great example of people getting together in real life, not on some screen and keyboard.
Yep, I get it.

What I meant to ask was if he has actual data to connect this trend to the general population, though.
 

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Not to hi-jack, just to say your timing is unfortunately the same as:
https://www.kickstarter.com/projects/elanlee/exploding-kittens - as I write this he is over $1.3m in under a day!
If anything, he's educating and bringing new people to kickstarter who haven't backed before. While they're supporting him, they might go on to support similar games. If not now, def. in the future.

This is an example if that:
BlO0aEW.png

Looking at the date they joined, it looks like they joined specifically to back exploding kittens. While they were here on kickstarter and preeducated, They went ahead and backed my project. These are the only two projects they backed.

Big names, celebrities, and blogs bringing their preexisting audience to kickstarter is very good for the others in the industry.
It does make some people nervous, since they were relying on a "Kickstarter staff pick!" or a front page feature to get traffic, which becomes almost impossible when you're overshadowed by the top new kickstarter project ever.

PRESS
In press-related news.... I've gotten GeekDad to blog about my game!

It's not live yey but a writer has officially been assigned to my game! If you don't know geekdad, they have 436K unique visits a month, equating to 5.6m total page views. It's a big blog, filled with people who love buying technology, videogames, and boardgames.

This goes back to my thesis for this thread, something I don't want to let get glossed over, and something all of you need to know:

marketing starts at product conception.

When I started this, I knew it has that original spin (hahah!) that the press would want to write about. Yes, it's a game for couples, which is great. It's also a game for PARENTS who want to play with their kid and not have to invite a billion of their kid's friends over to enjoy the game. It's also an INCLUSIVE game that uses non-defamatory, non-hateful humor.

I released a statement about my humor here: http://www.originalspingame.com/humor
I go on record to be precise about the humor used in the game. There are no racial jokes, no swears, no sexist jokes. This is a game that doesn't need "shock humor" to be funny.

These are unique selling points that were in-place before work on the game actually started.
 

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Thanks a ton!

Adding the board and the pawn pieces to each game set is going to cost you $ on both the pieces themselves and in larger packaging and shipping.
The board is not included separately, it's on the back of the box and the pawns only added 28 cents to my costs and no additional shipping so it wasn't a big deal.

I playtested without the pawns and it was much less fun.

It was hard to tell who was in the lead, pawns added visual tension so you could FEEL somebody pulling into the lead.
Co-op also mode requires pawns to work accurately.

Additionally, each question card contains 4 questions, so by 'keeping' the card, you're removing 3 other questions from gameplay.
 

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How did the first game do without kickstarter?

I basically just did a small batch order (100 units) to start. Launched it a couple weeks ago, sold about 80 units in 9 days. The other 20 I had given away as promos to e-mail customers to get honest reviews on it. Ordered another 500 units and just got back in stock the other day. I'm spending most of my margin right now just in advertising to get the ball rolling on it which I'm okay with for now for visibility sake. How it will turn out in the long run I don't know, but my goal is to have at least 1000 units/month in sales with next to no advertising. Time will tell.
 

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Saw that you broke $8k. That is incredible man! Hope you celebrated the achievement. Now the real work can begin, haha. I'm positive 27 year old you will be up to the task.
So far 27-year-old me has been a complete slacker obsessed with cake and beer. :-D

From the planning stages this is what I had in my head:
  • We will easily break 1K, which will only cover our costs.
  • $7K is realistic for what we'd make, and what I planned for.
  • $10K is the idealistic goal.
Making $8K is amazing... it's better than the "realistic" number I set for myself and I'm super stoked about it.

So what's next?
I don't have an LLC, so that's the first expense.
Then I need to calculate shipping based on weight and packing materials to each individual backer first.. and take that away from the total $ made.

After that, I'll be using 100% of the money I made for inventory. I'm ordering the boxes, cards, pawns, and chits separately from separate places and consolidating here, and then shipping off individually to backers. It's a process I want to familiarize myself with intimately and am willing to take the hit trading my time for labor, as I want all possible $ to go towards inventory to take advantage of these bulk prices.

Once the backers' orders are fulfilled, I should have a healthy amount of games leftover to sell-off individually. I'll push them via some manual direct-marketing. I'll use the proceeds to buy another batch, plus invest some $ into getting some legit PPC figured out. This is the first thing I've ever done that I truly consider "mass market" and I think can benefit from facebook ads directed to a landing page with some gameplay footage, a nice video, and some upsells to the expansion packs.

I have really shitty credit myself, but I'm hoping to build up the credit of my LLC. I have no experience with this and advice from anybody who does would be killer. If this can be done by registering a cred-card to my business (if this is even possible) I think this would be the best time to do that, considering I literally have all the money sitting in a bank account I'm spending anyways.
 

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That's pretty awesome. Looks real good too.
 

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Congrats on your success!

Just wondering where you targeted prior to the launch - did you talk to any bloggers or traditional media .etc? How did you get traffic to your KS page upon launch?

Thanks in advance, and good luck getting even more funding!
 

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It's been over ten years, but there was a site that had social games & board games for those with ADD. That's what it reminds me of, wish I could find the site. lol

I'm so glad somebody's doing that!

It's funny. I recently found out that I might have had Dyslexia for the past 27 years and just developed coping mechanisms to cover it up.
When it was pointed out to me that it might be the case, I was like "It makes so much sense".

In fact, I think that many of my user interface, copywriting, and design comes from needing to simplify things FOR MYSELF TO UNDERSTAND... which also makes things better for others too.
 

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Yes, I thought they were neat when I bought them for my son. Apparently A.D.D. Warehouse doesn't sell them anymore or something. I just remembered the name and I don't see the board games listed anymore. I do remember though one had a lot of questions and how you would respond in certain events or circumstances.

Probably back at home they're sitting there some place. Yes, I think it does simply things, and makes people aware and alert.
 
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I wouldn't say unfortunate at all....
I'm actually excited about it, it's fortunate if anything.
I just had this argument with another game designer.

The only people who suffer from losses due to another project doing well are people who relied on random people to fund.
  1. I didn't PLAN on random people funding my kickstarter, it just happened.
  2. Our audience doesn't overlap. He brought his own audience from TheOatmeal.
If anything, he's educating and bringing new people to kickstarter who haven't backed before. While they're supporting him, they might go on to support similar games. If not now, def. in the future.
Great mindset! Excellent way of looking at it mate
 
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Huge tabletop fan here. Like I play with my friends every friday night.
What do you play?

Curious, instead of going to a 3rd party game shop, have you tried to outsource parts of this directly? I would go directly to manufacturers as opposed to some middleman who is taking a piece of the cut. That's why you are having trouble getting good pricing.

Yeah, I talked to a few Asian manufacturers and found one I felt comfortable with. If I can reach required MOQ on my order I'll be ordering parts individually from them and assembling them myself, shipping the extra games to amazon.

Good job! Time to start telling entire forums about your success to draw more attention.

I'll have to see what I can do. I'm glad I funded so early so I can use that as part of my pitch... I'll have to see how I can highjack exploding cats press, if at all possible.


What I meant to ask was if he has actual data to connect this trend to the general population, though.
No data.. just a gut feeling based on subjective evidence.

There are already a ton of people on the anti-tech bandwagon... Everytime there's a scare (heartbleed) the issue is pushed further. There will be a movement (probably the size of the fat-activism pro-body stuff that's trending now) and hating technology will become the new 'trendy' thing to do (current trend: hating on GMOs, supporting locally sourced food, hating on cops).

After the anti-tech sentiment dies down, we'll return to a homeostasis that's less tech heavy than it is now, but not antitech either.
I'm just always get timelines wrong with these things and think they'll happen a lot faster than they do.
 
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Swoop

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Thanks a ton!


The board is not included separately, it's on the back of the box and the pawns only added 28 cents to my costs and no additional shipping so it wasn't a big deal.

I playtested without the pawns and it was much less fun.

It was hard to tell who was in the lead, pawns added visual tension so you could FEEL somebody pulling into the lead.
Co-op also mode requires pawns to work accurately.

Additionally, each question card contains 4 questions, so by 'keeping' the card, you're removing 3 other questions from gameplay.

Cool, that makes sense. I didnt consider that a question card would go back into play after it is used. I guess you are also going for "everyone can score" on each hand rather than "winner take all" in which case it makes sense to have a mechanism to track scores/position. Lazy people (like me) can always just leave the pieces in the box and just count cards haha.

Edit: Oh, and $0.28 times one million copies is $280K...just sayin' ;).
 
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TheNextTrump

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@DennisDuty it's awesome to see how everything's playing out, way to go!

I look forward to seeing your results after year one and beyond.

Keep up the hard work, and best success with the game!
 

DennisD

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@DennisDutyI look forward to seeing your results after year one and beyond.

I'm excited to see where this takes me.

Did you get swarmed with Kickstarter/Indiegogo press releasers promising you media coverage from ABC, Good Morning America, Forbes etc.?
:)

actually, only two people msged me about it, and one manufacturer.

Great post!! Just in time for me as well, since I put together my first prototype card game on Sunday! Definitely drawing inspiration @DennisDuty

I'd love to hear more about it.

How did you make the KS video?

After effects for the animation. Iphone for the video, and premiere pro to throw it all together.


Sent from my KFTHWI using Tapatalk
 

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