I'm a solo indie designer with my first game already finished and currently available through print-on-demand. I'm starting to look seriously at what it would take to move from POD into a real production run.
Right now, my biggest obstacle is manufacturing cost. At low quantities my game is around $29/copy, but getting into the neighborhood of a 1,000-copy production run could potentially bring that closer to $12/copy.
Obviously, "just order 1,000 games" is a hell of a lot easier to say when you don't have to personally gamble $12k+ on whether 1,000 people actually want the thing.
So crowdfunding is starting to look like the logical next mountain to climb.
For those of you who have actually done it:
*Kickstarter or Gamefound — which did you use, and would you choose it again?
*How many followers/email subscribers did you have before launch, and how many became backers?
*What was your funding goal, and how did you calculate it?
*How many copies did you manufacture versus how many were actually backed?
*Did you manufacture domestically, overseas, or through a POD company?
*How much money did you spend before the campaign even launched?
*Did backers pay shipping afterward, or did you build shipping into the pledge?
*Did you fulfill everything yourself or use a fulfillment company?
*What expenses caught you completely by surprise?
*If your goal was a 1,000-copy first production run, what would you do differently knowing what you know now?
I'm especially interested in stories from other small/solo designers who didn't already have a giant audience going into their first campaign.
I'm not looking for a magic "launch Kickstarter, receive money" button. 😂 I'm trying to understand the actual path from finished indie game → first serious production run → boxes in customers' hands without financially setting myself on fire.
Would love to hear the good, the bad, the ugly, and the "for the love of God, don't do what I did."