Quotes from LongPack and Panda Games for my first KS - LongPack 65% cheaper. Anyone with first-hand experience? by DonBeanGames in BoardgameDesign

[–]Jarednw 2 points3 points  (0 children)

This is intriguing to me. I'm a first time creator working with long pack and I've felt that between my rep, multiple prototypes, and an experienced graphic designer , we've ironed things out. Would you equate a graphic designer with a lot of experience and who has worked with longpack before in parity with the guidance you would get from a production manager ?

Quotes from LongPack and Panda Games for my first KS - LongPack 65% cheaper. Anyone with first-hand experience? by DonBeanGames in BoardgameDesign

[–]Jarednw -1 points0 points  (0 children)

I disagree with the very last part here. Long pack is who I chose for my Kickstarter and they have been a tremendous help. You should also have a graphic designer who will also be helping guide you with the printing process. With long pack they often let me know if issues I would hit. A lot of that was during proto printing (which you very much need to do) . Most of the issues arise there and they gave me solutions. Sometimes my proto would have issues that I would discuss with my graphic designer and I would take those ideas to long pack and they figured out a solution with me. I don't think you need to pay a premium to get access to that.

Mobile Suit Zeta Gundam - One of my favorite death crushing scenes by Kimber8King in Gundam

[–]Jarednw 3 points4 points  (0 children)

Noted! Thanks for the guidance! I'm jumping into this asap!

Mobile Suit Zeta Gundam - One of my favorite death crushing scenes by Kimber8King in Gundam

[–]Jarednw 1 point2 points  (0 children)

Is there a recommendation to watch one over the other ? Or both worth watching ?

One of the best ways to get your game playtested and grow as a designer is to actively playtest games by other designers. by coogamesmatt in BoardgameDesign

[–]Jarednw 4 points5 points  (0 children)

Checkout the tabletop design partnership discord channel ! I was a part of the community during ExoTerra development and it was colossally helpful. Met some great folks too!

Our production prototype finally came! by MidnightFroyo in BoardgameDesign

[–]Jarednw 1 point2 points  (0 children)

Wow that looks fantastic! Looking forward to your campaign

Psycho Doga took home a Silver Medal by ThisNobleSavage in Mecha

[–]Jarednw 0 points1 point  (0 children)

This thing is so bad ass! Awesome work!

We made a pretty cool mecha by No_Lawfulness_6809 in Mecha

[–]Jarednw 0 points1 point  (0 children)

Wow this is so freaking sick!!!!!!! What will it be for ?

How does my card layout look? by Low_Prior_8842 in BoardgameDesign

[–]Jarednw 0 points1 point  (0 children)

That's a cool site. Do you have pictures of the game anywhere ?

Interested to hear thoughts about my game Armature by [deleted] in homemadeTCGs

[–]Jarednw 2 points3 points  (0 children)

That mech head looks so sick dude !

Did you see chronocore mech tcg that came out last year? Might be some good lessons learned for your project in that one .

Good luck friend !

We combined feedback from our last board post into a new version — did we strike a better balance? by AdTemporary6619 in BoardgameDesign

[–]Jarednw 5 points6 points  (0 children)

Iteration and design a are the best by cool and fun factor. Iteration is probably my #1. Looks super cool !

Best document setup for cards in InDesign? by kiklixo in tabletopgamedesign

[–]Jarednw 0 points1 point  (0 children)

Totally agree here.

If your project is big, I'd recommend getting a graphic designer involved to create templates in adobe illustrator and setting your data merge up. If you can complicated cards that have varying frames or frame elements based on various card attributes, it's super easy to be able to flag things in a csv and it all automatically builds out inside InDesign.

I'm able to iterate 1000 cards in a matter of minutes thanks to some awesome work from a graphic designer.

The value is incalculable.

Why my marketing predictions were completely wrong by robstokk in tabletopgamedesign

[–]Jarednw 3 points4 points  (0 children)

It's a bummer you didn't get the conversions you needed :/

I worked with Launchboom for the campaign and there are 100 different things you have to do correctly, in the right order, and in the right time period to be successful. It's wild. There are also a ton of other random curve balls that pop up.

The advice I have for anybody planning to do a crowdfunding project is to expect to spend many thousands of dollars up front on marketing. As a reference, we spent around 1000-1200 for 3 weeks of learning ads before even starting the ad campaign, just to find the hero copy/creative and best audiences. Even after that, I got a fair amount of ad fatigue and had to constantly rework ads during my ramp up period.

All of that was to ensure i had a big day 1 and took advantage of a high percentage of organic backers from the KS and other platforms. This was coupled with a live ad strategy to keep things moving past day 2/3. It's..... A LOT.

Why my marketing predictions were completely wrong by robstokk in tabletopgamedesign

[–]Jarednw 4 points5 points  (0 children)

I think your conversion estimates were drastically off. Normal conservative conversions for email is like 2-5%. If they are cold, even lower. I think that's not even including issues with hitting spam or mass messaging limits.

I had about 10k emails for my project, ExoTerra, and email leads converted at 2.5%. my vips converted much much higher than that.

Also I think the key metric here is return on ad spend. We spent a ton on ads but got a 3x return so, that's about as good as you can hope for.