Blackhawk wrote:
If I had to narrow it down to one thing, I'd say that the problem looks like it is card art blown up to be box art with extra elements added rather than art planned as a cover.
You nailed that part. Card art is expensive ($200-$400 a card is the norm, I’ve shopped around a lot) but larger scale stuff is a whole different ball part (I’ve been quoted everywhere from $600-$1600). This kind of comes back around to; Kickstarter was intended for small projects to get off the ground but because the big publishers use the platform, you need to have production values to match if you want to be successful. The T-Rex card was actually never intended to be the final box art but it was the most thematic piece of art and thus became my impromptu box art for the KS.
Still some really good feedback here for commissioning art going forward.
Blackhawk wrote:I'd love to see something that emphasized the idea of a park more. Something idyllic, happy, and... hey, what's that dinosaur doing there? Whoah!
That one I’m going to say is not so appropriate to the theme. The setting of DinoGenics is actually supposed to be a bit cyberpunk oppressive. The fact that the competing corporations are greedy and corrupt is woven into pretty much every aspect of the game. Part of this is for mechanical reasons, part because I like it thematically, and also so that it distances itself from a certain other Dinosaur Park game which announced itself around the same month I was originally planning.
Chrisoc13 wrote:The other thing I think you did well that would be smart to add at the beginning is the social goals. Include incentive for people to like pictures and the game on bgg because those likes drive it up the hotness on bgg which gives a game a ton of traffic.
This is something I regret not doing sooner. We had such a strong first week that I didn’t think we were going to have problems. Then GenCon hit and our momentum slowed to a crawl. The social goals were a recommendation from a very successful KS veteran (I won’t name him but most of you have probably played at least one of his games.) It helped but it was too late at that point and I didn’t see us crossing the finish line unless things picked up in a big way.
Ultimately, everything I wrote in our closing post was true; the amount we learned in just those couple weeks could fill a text book. Running a Kickstarter is not well documented and I was actually shocked by how little control I had over the campaign once it started. The Kickstarter platform itself is incredibly limiting, which is why a whole new industry has sprung up in the form of after-fact pledge managers to support it.
All of that said, I am very optimistic about the whole thing starting anew in October.