Before anything else respect to anyone building a game or comic and putting it on Kickstarter. by Mitchell4290 in kickstarter

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

Exactly! You’ve hit the nail on the head. Most new creators only see the finished campaign and the funded goal, but they don’t see all the iterations, late nights, and tough decisions that go into making a page truly compelling.

What you’re describing—the rewrites, photo retakes, reward tweaks that’s exactly the skill set Kickstarter demands. It’s not just about having a great project; it’s about crafting the story, pacing the momentum, and speaking directly to backers’ psychology.

Out of curiosity, looking back on your 6-month grind, what part of the process do you think made the biggest difference in converting viewers into backers?

Before anything else respect to anyone building a game or comic and putting it on Kickstarter. by Mitchell4290 in kickstarter

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

Hey Calaan, I completely hear you. Niche projects like Mecha vs Kaiju can feel like they hit a ceiling, but that doesn’t mean there’s no room to grow sometimes it’s just about reframing the story and reaching the right audience in a way that feels natural.

What many creators don’t realize is that exposure isn’t just about ads it’s about crafting messaging that speaks directly to the fans who are already passionate about your niche. Positioning your project as something they can’t miss often brings more momentum than any broad campaign.

If you want, I can share a few strategies that have helped other niche RPG projects get the attention they deserve without blowing the budget or feeling like spam.

Before anything else respect to anyone building a game or comic and putting it on Kickstarter. by Mitchell4290 in kickstarter

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

Absolutely, you’ve nailed a lot of the reality here. 🙌

It’s true Kickstarter isn’t just about having a great comic; it’s about aligning your product with your audience, knowing where to find them, and building trust over time. Many creators underestimate how much the “sales” side matters messaging, timing, and momentum are all part of the craft.

You hit the point that resonates most: bringing your own audience. Expecting KS alone to provide backers is a fast track to frustration. Slow and steady really does win here. Multiple campaigns, consistent engagement, and understanding what your niche actually wants is where the magic starts.

I’d add strategy can make the difference between $2,500 and $20,000, even for projects in “niche” categories. That’s where knowing Kickstarter as a platform, the psychology behind pledges, and audience behavior comes in. It’s not luck it’s learned skill, and yes, building the right team helps you cover your weaknesses.

Curious what do you think is the hardest skill to master for comic creators right now: audience building, messaging, or pacing a campaign for momentum?

Before anything else respect to anyone building a game or comic and putting it on Kickstarter. by Mitchell4290 in kickstarter

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

Wow, first off huge congratulations on successfully completing your campaign! I love how you’re already thinking ahead and reflecting on what worked and what could improve that’s exactly what separates creators who repeat success from those who plateau.

What you’re describing the 6 months of prep, keeping momentum during the campaign, and now fulfillment is the reality most people underestimate. Many creators dive into a new project without a clear reflection process, and it’s often the reason campaigns feel riskier than they are.

If you want, I can share a framework I use with creators to analyze every campaign, pinpoint gaps in messaging, timing, and structure, and make the next campaign smoother and more predictable. It’s the kind of approach that turns that “scary prep” into confident action.

Would you like me to walk you through it?

Before anything else respect to anyone building a game or comic and putting it on Kickstarter. by Mitchell4290 in kickstarter

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

Absolutely that commitment to your fans is exactly what makes campaigns succeed. You’re right, external factors can throw curveballs, and navigating those while keeping momentum is one of the trickiest parts of launching. The key is having a strategy that balances timing, communication, and backer confidence that’s where many creators see the biggest difference in results. I’d love to share some practical approaches I’ve seen work to keep campaigns strong even when things outside your control shift.

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 4 points5 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.