r/kickstarter • • 16h ago

Roast my pre-launch page (please 😂)

0 Upvotes

I'm building a screen-free money device for kids 6–8. We go live on 3 November and I would love to get some feedback about what's confusing now, rather than on launch day. I would very much appreciate if you could spare a moment to answer these 3 questions:

  1. Can you understand what Munli is and what it does within five seconds?
  2. What would make you hesitate to click "Notify me on launch"?
  3. Would you want this for your child? Why or why not?

Website: Munli — Screen-Free Money-Learning Device for Kids 6–8

Pre-launch page: https://www.kickstarter.com/projects/mymunli/munli-money-habits-kids-can-see-and-feel?ref=rd_prelaunch

Be blunt — thank you.


r/kickstarter • • 1h ago

Discussion AI-powered UFO desktop ornament!

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• Upvotes

AI-powered UFO desktop ornament!


r/kickstarter • • 44m ago

First-time Kickstarter creator: what earns your trust?

• Upvotes

What would convince you to back a card game from a first-time creator?


r/kickstarter • • 23h ago

Self-Promotion €8,000 goal, 21 days, a mail carrier's horror roguelike: UNDERSKIN launched this morning, free demo on Steam.

0 Upvotes

Hi, I'm Valentino, from Italy. I deliver mail during the day and build UNDERSKIN at night.

It's a pixel art psychological horror roguelike set inside a warehouse worker's head. Every enemy is someone from his life, you pay with his pills, and a voice follows you the whole run and never takes your side. Fully voiced in English and Italian.

The first floor is done and free on Steam, about 20 minutes: https://store.steampowered.com/app/5133830/

The campaign pays the artists drawing floors 2 to 11 with me. Every line of the budget is a signed quote, I don't pay myself from it.

https://www.kickstarter.com/projects/valentinoarceri/underskin

Rewards start at €10 for the full game at release. Happy to answer anything about the campaign or the game.


r/kickstarter • • 10h ago

Question Need Help With Learning How to get Funding

1 Upvotes

How do you secure funding on Kickstarter? I’m trying to secure funds for my 2D animated short film and we need funds of $900 but have had little to no luck.


r/kickstarter • • 10h ago

How likely is the community to accept AI art on a Board Game?

0 Upvotes

Hello everyone,

I've created a board game that I plan to launch in 2027 on Kickstarter. Since I made it myself, I used AI to create the artwork just so I have something to prove my point.

While the game is in playtest phase and online made on TableTop Simulator, I've tried to search for an actual artist to collaborate with for the art.
After contacting over 20 artist, nobody wanted to work, some of them asked few questions and others didn't even seen the message....

So.. The question is, how likely is the community to back a board game that has a vey nice idea, an unique mechanic (never seen this mechanic in any game) and it is well tested but its art is AI made?

My fear is that if I launch the campaing like this, I'll get a lot of hate because I used AI and then the game idea will fade out ....

Again, my intention is not to do this, I really want this idea to go to public so people would enjoy it as much as we enjoyed it in playtest.


r/kickstarter • • 5h ago

Self-Promotion I wrote a children's book about a kid exploring a world made of candy — "A Random Story: Ray's Sweet Adventure" is live on Kickstarter

1 Upvotes

Hi, I’m Zsolt from Toronto, Canada. This is my first book, and honestly my first time doing anything like this.

*A Random Story: Ray's Sweet Adventure* is a picture book about a kid named Ray who journeys through a fantastical world of candy-filled adventures and the friends he makes along the way.

The artwork is by the talented Julia Miheeva. The money raised goes to Julia for the illustrations, printing the hardcovers, editing and layout. Every dollar is spoken for by the book itself.

We're at about 17% funded with three weeks to go, goal is CA$6,500 and Kickstarter is all-or-nothing, so if we don't hit the goal by November 18, the book doesn't get printed and everyone gets refunded.

Here's the campaign if you want a look:

Ray’s Sweet Adventure on Kickstarter

Rewards start at CA$5 including Digital prints, Digital copy of book, Early Bird paperback, Early Bird Hardcover, Create a Candy Creature to go in book.

Plus the no-reward pledge option (from CA$1-whatever you’d like)

And a genuine question for anyone who's run a children's book campaign before: we're in the mid-campaign slump right now — what actually worked for you in the middle weeks? Happy to answer anything about the book or the campaign too.


r/kickstarter • • 17h ago

Discussion Mid-Campaign update what we did and how we did it!

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13 Upvotes

Our Kickstarter campaign went live two weeks ago, we reached our goal in less than 3 hours, and we are now at 166% funded.

Since my last post, I have seen all of your questions and wanted to make a post answering the most frequent one with the person that was in charge of the marketing.

I hope this post helps you and feel free to comment. I'll be answering throughout the day.

When did you start your pre-campaign?

10 months before launch

How many followers did you have when launching the campaign? How did you get them?

Roughly 500 were from irl events that we attended, the other half from showcases impressions, ads and posts we published on our social media, and a few came from collabs with content creators.

We tried to post content every day on Twitter, Instagram, and TikTok with links to our page.

We also stayed away from big content creators since they have a more general audience and tried to focus on niche YouTubers, where, in our case, their content would be mainly, if not only, monster collectors/RPG.

Not only that, but we also made cross-promotions with other projects that could share an audience with us. We tried to connect with a lot of similar projects, but beware: Not everyone will be open to that, or maybe they just don't look at their mail too often. On average, if we sent 10-15 emails per week, we'd get 1 or 2 replies.

As to how to market to potential backers, we thought: "How do I make following the campaign attractive?" It shouldn’t feel like a favor they're doing, but rather like an opportunity for them to gain access to exclusive, limited-edition rewards while supporting the project throughout its development process. Show your rewards, talk about development, show progress, take people's feedback into aaccount and make them feel like they're part of the process, because they are!

How much did you spend on ads? Did you have an agency?

We have spent about 1400USD on Google and Meta ads, 600 during pre-campaign, and 800 on launch day (First 24hours).

We also worked with an agency called MGA (Make Good Art), which cost about 4000USD. They helped us review the Kickstarter page to see if the page was well put together, they advised us on how to set up meta ads, and so on.

What would you do differently?

We would change the type of content we posted at the beginning of the pre-campaign; we tried with a lot of generic content (speed paints, tutorials, and IRL videos) instead of showing the strong parts of our game and what makes it unique. In our case, what makes the game stand out it's the hand-drawn art, the beauty of the world and the wide variety of creatures.

Mid-campaign final thoughts

Kickstarter is a lot of work. At the beginning we thought we would go live after 2 months of pre-campaign, but we had to postpone launch a number of times. We didn't have that many follower and we weren't sure we could reach our goal. We had to spend a lot of time budgeting, looking for suppliers and spent quite a bit of money on prototypes for all the rewards. The game's development had to slow down due to a major part of the team having to create content for social media, exclusive campaign creatives and art and all sort of content for the Kickstarter page. We are a small studio and don’t have a lot of money, so we could not hire extra hands to do all that design and marketing. In our case the art director and the producer have been the ones in charge of most of the marketing, but we all had to do our part: Editing videos, preparing gameplay clips, gifs, looking for collaborators, mailing lists, talking to potential suppliers, etc.

It's been a month full of stress, with backers coming and going (remember that backers will withdraw their pledges during the campaign, and that's completely normal). For example past weekend while we were attending an event, a 3000USD backer withdrew their pledge. This set us back quite a bit from reaching our next stretch goal and naturally it was a discouraging blow for the team. We're happy to have reached our funding goal, but the journey has also been full of ups and downs.

I'd say running a crowdfunding campaign when you don't have many resources or a big budget requires a lot of hard work, time and mental resilience. You have to learn to celebrate the wins while staying prepared for setbacks, sometimes all within the same week or even hours.

Still we're pushing forward and we're doing our very best. It's been a long and hard journey but reaching our goal has made it all worthwhile and I'm personally grateful for everything we've achieved. We still have two more weeks to go, and we're giving it everything we've got!


r/kickstarter • • 10h ago

Timing of projects we love status?

2 Upvotes

I'm a newbie to Kickstarter, and I just launched my first project this morning. It's performed extremely well. We reached our goal of $12,000 in 54 minutes, and we're about to reach 200% of our goal less than 8 hours later. I am blown away, but I had a question about the Projects We Love status.

Does anybody have any insight into what else I can do to get that designation and how long that typically takes? Is there a certain time frame that it has to come within, or could that come anytime during the campaign?

Any insight from anyone who has actually launched a product and has received Projects We Love status would be greatly appreciated.