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Kickstarter: Little Things Not To Do

A Kickstarter is made up of a hundred little things. Some take two seconds to do, are totally free, and will positively affect your results, I’ll be writing about those in the next blog. Others, despite being accepted wisdom in some cases, can have at best double-edged effects and at worse are expensive for little or no appreciable change, those I’m writing about here. At core there are two things that will attract the majority of funding and backers to a project, the content of the game or product in question and the content of the Kickstarter page itself. Very little other than those two things will shift a project from failure to success or back nor from one category of success to another, focus on them and everything else will be window dressing.

Do Not Panic

This is probably obvious and easier said than done and I have previously posted a blog about the psychological pressures of running a Kickstarter but I think it’s worth taking a second to re-iterate. Running a Kickstarter is, even at its best, a psychological roller coaster. On a good solid campaign, the experience will move from one of borderline euphoria in the first few days to one where every cancellation, however minor, will feel like a dagger to the heart. As if that weren’t bad enough, there are now so many big projects that fund in the first 48 hours and advice blogs that suggest cancellation if you don’t fund in the first week, that if you haven’t backed in the first five minutes you’re going into mental meltdown.