made it. There was the largest amount of unallocated funds (That I'm unable to link to reward tiers) I've seen so far for a Kickstarter campaign at 21.93%
is the first campaign I've ever considered cancelling my pledge to. Its management appears to be enough of a mess that it might not be worth the risk. The reward structure is also a mess
with backers now getting an option for the full game at the $45 tier (Too expensive for me to jump up from the $10 tier). I might wait until the last day before pulling out.A Song for Vigg
is a point and click adventure game using graphical assets made out of photographed papercraft. The pitch video is very slow paced.Tic Toc: Time is Your Sandbox
is an ambitious idea. I get a Scribblenauts
or No Time To Explain
feeling from it. Even if the time idea becomes too ambitious, I see potential for fun gameplay in the way they handle world terrain and combat.
I found out about Kickstarter Insights
recently. They have some graphs with project stats I took a look at.
SUCCESS RATE PER CATEGORY
Music, makes the people come together! Categories "Music" & "Art" generally have up to around 15% higher succes rate.
Many projects under the Music category have relatively small minimum goals. Smaller goals are linked to higher chance of success as a smaller campaign needs less to get to 100%. Also, Kickstarter staff generally favour such projects to get featured and I'm disappointed more video game projects don't get featured enough in the newsletters.
PROJECTS PER DURATION
By far, the most common duration for a project is 60 days, which has been the maximum duration for a Kickstarter project since the summer of 2011.
I assume a typing mistake was made as the bar chart shows a large spike at 30 days. I haven't been tracking the other categories enough, but I thought that 45 days length was more popular than 60 days. While there is a surge at 45 days length it is not as much as I'd thought. It is interesting that the default length for many video game campaigns is so rigidly 30 days while other categories can be more relaxed.
Success rate per duration
The sweet spot is around 4 weeks duration for your fundraising. The projects of 60 days, high in number of projects, actually show a drop in success rate.
4 weeks x 7 days per week = 28 days. That fits within the 30 days length default many advise. Remember that the sweetspot may be a result of 30 days length being such a popular choice because of the advice that 30 days length is the most successful. There are other factors like the difficulty in running a very long campaign without tiring out. 30 days also fits well into an individual month if you start at the beginning of it. Very long campaigns performing worse has been known for awhile. It is difficult to create a sense or urgency or confidence in a 60 day campaign.
NUMBER OF PROJECTS PER MONTH. December is a calm month for Kickstart. Maybe a good month without competition?
December has always felt like the most difficult month of the entire year. While there is a lack of competition, the disadvantages are too much. The big problem is the holidays with people travelling and purchasing gifts for relatives putting strain the budgets of potential backers. Bloggers also slow down and relax with annual retrospection pieces like top ten lists. Their graph feels right, except for November having more than October surprising me.
Success rate per month
February is the best month to start your project. Early spring seems perfect. December and January are (obviously) expensive months where most projects fail.
Janaury doesn't start to pick up momentum until around Janaury 6th and, as mentioned earlier, December is slow so there is no surprise about those two months being the worse. April looks better than I thought it would, but that may just be April being worse off for Video Games than other categories. February and March have been good months. I dislike running campaigns after October. In May the indie video game projects have to deal with competing with AAA title announcements for blogger attention. Slow periods are often visible as decrease in traffic to Kickstarter itself
NUMBER OF PROJECTS PER DAY OF THE WEEK
Kickstarter is not a hobby. By far, most projects start during the week.
Their graph fits well with what I've been recommending since 2011. Expect Fridays and weekends to be slow, so wait until there is better traffic to launch.
SUCCESS RATE PER DAY OF THE WEEK
Starting your project towards the weekend makes solid drop in the success rate of your project.
Their graph is an even better illustration of why to avoid ending Thursday to Saturday. Sunday late at night is my favourite day to end because there can be a big social media campaign over the weekend rallying last minute backers. Sometimes high profile campaigns launch late Sunday just before midnight. I really do not like to see advice such as WIRED's article advising to end on a Saturday afternoon
when the data I see says to stay away from Saturday.