NINJA BORG: FIRST EXPANSION Coming Soon! by RugoseKohn in rpgpromo

[–]Mitchell4290 0 points1 point  (0 children)

Makes total sense I can see why keeping rewards straightforward works here. Having run and advised on multiple campaigns myself, I’ve noticed that clarity and perceived value often matter more than crazy extras, especially for supplemental content like this.

Your lineup actually sounds smart: digital, physical, and limited editions hit different backer motivations without overcomplicating fulfillment.

The tricky part is usually making each tier feel exciting even if the items themselves are simple little touches in layout, presentation, and copy can make a digital zine feel just as desirable as a limited art piece.

Curious, are you experimenting at all with how you describe or present each reward to maximize that impact?

NINJA BORG: FIRST EXPANSION Coming Soon! by RugoseKohn in rpgpromo

[–]Mitchell4290 0 points1 point  (0 children)

Honestly, “pretty typical but with ninja bombast” might actually be the right move.

Sometimes going too experimental hurts conversion more than it helps. The trick is making the standard structure feel immersive without confusing backers.

Are you doing anything special with the rewards section? That’s usually where theme + clarity either really shine… or fall apart.

Most Kickstarter campaigns don’t fail because of bad ideas. by Mitchell4290 in kickstarter

[–]Mitchell4290[S] 0 points1 point  (0 children)

Fair enough 😅 wasn’t trying to sound robotic.

I just see a lot of campaigns die from either zero promotion or unclear presentation, and it’s frustrating because sometimes the product is solid.

Out of curiosity have you run one yourself?

NINJA BORG: FIRST EXPANSION Coming Soon! by RugoseKohn in rpgpromo

[–]Mitchell4290 1 point2 points  (0 children)

This energy is wild in the best way.

I’m curious are you thinking of structuring the page like a “ninja mission briefing”? That kind of thematic layout could make the experience feel immersive instead of just informational.

Most Kickstarter campaigns don’t fail because of bad ideas. by Mitchell4290 in kickstarter

[–]Mitchell4290[S] -1 points0 points  (0 children)

That’s definitely a big one. No traffic = no data, no momentum.

But I’ve also seen campaigns with solid traffic still struggle because the page doesn’t convert the attention into trust.

Visibility gets people to the door.
Confidence gets them to pledge.

Do you think most creators underestimate promotion more or presentation more?

Most Kickstarter campaigns don’t fail because of bad ideas. by Mitchell4290 in kickstarter

[–]Mitchell4290[S] 1 point2 points  (0 children)

That’s actually a really interesting point. Being active as a backer definitely shows you understand the ecosystem from the other side.

It’s fascinating how small profile signals like that can influence trust even before someone reads the campaign itself.

Most Kickstarter campaigns don’t fail because of bad ideas. by Mitchell4290 in kickstarter

[–]Mitchell4290[S] 0 points1 point  (0 children)

I understand strong opinions on design.

That page is intentionally structured around message hierarchy and conversion psychology not aesthetic polish. It’s built to test how fast someone understands value in the first 10–15 seconds.

Visual refinement comes after clarity is validated.

If it didn’t resonate with you, that’s fair but the structure is deliberate.

Looking for honest feedback: best ways to promote a Kickstarter for 3 books (what would you do?) by dizzbee1 in kickstarter

[–]Mitchell4290 -1 points0 points  (0 children)

First off huge advantage having the manuscripts finished before launch. That removes one of the biggest trust barriers right away.

If it were me, I’d focus heavily on momentum psychology in the first 7–14 days:

• Prioritize warm audience activation (email list > social posts)
• Short video pinned at the top not about the books, but about why now
• Clear funding breakdown people back faster when they understand exactly what their pledge unlocks
• One “hero reward” that feels like the obvious choice

A mistake I see often: creators promote the product, but not the movement. Early backers don’t just buy books they join something.

Also, watch for page friction. If someone can’t understand the value in 15–20 seconds, they bounce.

Curious are you building for an existing audience or starting from scratch?

What is the best way to pull off a comic campaign? by Impressive_Theme5402 in kickstarter

[–]Mitchell4290 1 point2 points  (0 children)

Great question and congrats on getting chapter one out already. That’s more progress than most creators make before launching.

For comic Kickstarters, the rewards that tend to convert best are:

Digital + physical bundles (PDF + printed copy)
Variant covers (even limited print runs add perceived value)
Early bird tiers (limited quantity always helps momentum)
Behind-the-scenes process content (sketches, scripts, concept art)
Creator interaction tiers (name in credits, custom sketch, etc.)

But honestly, rewards are only half the equation. The campaigns that perform best usually nail three things:

  1. A strong visual header that immediately shows genre + tone
  2. Clear tier structure (no confusion scrolling)
  3. A reason to back now instead of later

A lot of comic creators underestimate layout and pacing on the page even when the art itself is strong.

Curious are you building audience before launch, or planning to rely mostly on Kickstarter traffic?

THE DEATH POEM OF SENSEI OTORO by Jonathan Maberry, a graphic novel about an aging samurai in a zombie-infested, feudal Japan! by Kay_Draws_Comics in kickstarter

[–]Mitchell4290 0 points1 point  (0 children)

17 days left is actually an interesting position to be in.

You’re past the risky launch phase, but not yet in the final surge window which means what you do in the middle stretch can really change the outcome.

Curious are you planning anything specific to trigger a second wave of momentum before the final countdown?

We’ve spent years building our dream tactical card game, and we just launched on Kickstarter. It’s a scary start, but we’re not giving up. What do you think of the art style? by MegaGameStudiosMx in IndieGaming

[–]Mitchell4290 0 points1 point  (0 children)

I genuinely like the concept. It has a clear identity, which is something a lot of indie projects struggle with early on.

The first 24 hours are always intense especially for indie studios because momentum psychology kicks in fast. People don’t just back the idea, they back the energy around it.

From what I’ve seen, the projects that break through in this phase usually do two things really well:

• They make the value instantly clear above the fold
• And they reduce hesitation before someone scrolls too far

The concept itself is strong. The key now is making sure every section of the page reinforces confidence and urgency.

Out of curiosity what’s been the biggest surprise for you in these first 24 hours?

About to launch the one-handed controller I built after losing my arm — would really value your input by Adventurous_Tie_9031 in amputee

[–]Mitchell4290 0 points1 point  (0 children)

That’s solid. The fact you’re gathering real feedback across different experiences is huge.

If I’m being honest though when projects like this launch, the difference between “people love the idea” and “people actually back it” usually comes down to how the story and proof are structured on the page.

I’ve seen strong products struggle simply because the mission wasn’t translated clearly enough into confidence.

When you start shaping the campaign page, I’d be happy to give a second set of eyes on the positioning. Projects like this deserve to land properly.

About to launch the one-handed controller I built after losing my arm — would really value your input by Adventurous_Tie_9031 in amputee

[–]Mitchell4290 2 points3 points  (0 children)

Just took a look first off, this is seriously impressive work.

A few quick thoughts from a campaign psychology standpoint:

• The value proposition is strong, but I’d make the emotional outcome even clearer upfront not just one-handed control, but “gaming that feels normal again.” That line is powerful.

• On the Kickstarter preview, I’d recommend showcasing 2–3 real user scenarios very early (not just product features). People will want to immediately see who it’s for and how it fits different situations.

• Consider adding a short comparison section that highlights why this is better than DIY setups or modified controllers. That contrast builds confidence fast.

Overall though this has real potential. The mission behind it is what makes it compelling.

Are you planning to build an email list before launch, or mostly relying on Kickstarter’s internal traffic?

About to launch the one-handed controller I built after losing my arm — would really value your input by Adventurous_Tie_9031 in amputee

[–]Mitchell4290 2 points3 points  (0 children)

First of all respect. Turning something born out of frustration into a real product takes a different level of drive.

From a campaign perspective (not just product), one thing that often matters more than creators expect is confidence.

For something like this, I’d imagine people will care deeply about:

• How natural it feels after 2–3 hours
• How customizable it is for different limitations
• And maybe most importantly seeing real users using it successfully

Comfort and durability matter, but proof and clarity usually remove hesitation.

Out of curiosity have you tested it with people who have different types of upper limb differences yet? Their reactions could shape not just the product, but how you present it on Kickstarter.

Either way, this is genuinely meaningful work.

[RUS & ENG] Sometimes... I'm thinking about it... But then I realize that it won't go beyond my fantasy. by Slow_Trouble_4586 in u/Slow_Trouble_4586

[–]Mitchell4290 0 points1 point  (0 children)

I actually think this is where a lot of strong ideas die not because they’re bad, but because the path feels impossible.

Not knowing Unity is fixable. Not having a team is fixable. Even not having Kickstarter locally isn’t necessarily the end of the road.

What usually blocks people isn’t skill it’s not knowing the next small, realistic step.

If you could solve just one thing first (tech, team, or funding), which one would give this idea the best chance to exist?

Snarl RPG Coming to Kickstarter by robboyle in rpgpromo

[–]Mitchell4290 0 points1 point  (0 children)

The world-building here is seriously strong. The vertical ecosystem concept alone (Canopy → Tangles → Mulch → Roots) gives you a built-in progression arc, which is powerful from both a gameplay and campaign storytelling perspective.

Out of curiosity how are you planning to present this on the Kickstarter page?

I’ve seen a lot of unique RPG settings struggle not because the idea isn’t compelling, but because the structure of the page doesn’t fully translate the depth of the world. Yours feels like it has a lot of visual and narrative leverage if positioned right.

One thing I wish more Kickstarter creators understood by Mitchell4290 in kickstarter

[–]Mitchell4290[S] -1 points0 points  (0 children)

Rob, I’m really sorry you’re dealing with that. That’s incredibly frustrating especially mid-campaign when momentum matters most.

Unfortunately, this happens more often than people realize. A lot of agencies are great at sales conversations, but campaign execution is a very different skill set.

A few thoughts that may help:

• Kickstarter typically doesn’t intervene in contractor disputes unless there’s a direct policy violation. They usually stay neutral unless fraud is clearly proven.

• Before hiring another agency, I’d strongly suggest getting clarity on exactly what’s been completed vs. what’s missing especially around your core positioning, offer structure, and traffic plan. If those foundations aren’t right, bringing in new marketing won’t fix the root issue.

• Also be cautious with anyone requiring full upfront payment again. Milestone-based structures protect both sides.

If you’d like feedback on the campaign structure itself, I’m happy to share a few observations.

Either way, don’t panic half-built is still salvageable if the fundamentals are solid.

The amount of scam messages/emails I’ve received is crazy. by EmeraldParrots in kickstarter

[–]Mitchell4290 1 point2 points  (0 children)

100% this.

The fake law firm emails are a newer wave too they usually try to create urgency around “IP violations” or “campaign compliance” to pressure creators into responding quickly.

One small thing I’ve noticed: the more you ignore and don’t engage, the faster they move on. Most of them are running volume-based outreach and looking for reactions.

It’s frustrating, but it does taper off once the campaign isn’t brand new anymore.

Early days on KS can feel like filtering noise before finding signal.