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We are Kickstarting a multi-platform game, an RPG for Android/iOS/Linux/Mac/PC. We are into our last week and we've only got 10% funding. We were conservative with our target, and our pricing seemed to be sound. Do we have any hope of getting funded at this stage, and if not, how can we do better? The project page: https://www.kickstarter.com/projects/joelotter/uplift-a-multi-platform-rpg |
You guys put your main emphasis on making the text part informative - maybe too informative. I think it's no coincidence that many successful KS projects look like they're already finished. Maybe a lot of them are indeed already finished, but the rest are certainly faking it very elaborately. There's good business sense in doing that: Kickstarter has become somewhat of a pre-order platform, and people are used to ordering what they see, not what it might become after funding.
I don't mean to be overly critical towards crowd funding, but one of the big illusions "sold" by crowd funding platforms is that anyone can get their pet project funded. In reality a lot of the people (if not indeed most of them) you see doing well on Kickstarter are extremely well-connected on social media or otherwise well-known. Crowd funding is a way of leveraging that kind of clout. If you don't have that, it can be tough even getting your message in front of the right audience.
One does not simply walk into Kickstarter. Successful people put a lot of effort into looking like they are just casually letting the world know about their thing and, behold, great fame and money follows. But that's not what's actually happening behind the scenes. Crowd funding is not the big equalizer, it's just another way of leveraging marketing potential that already exists.
If you can't put a check mark on at least two of these three things I talked about (professional production, pre-existing audience, potential for runaway virality), chances are it's not going to work out.
So honestly, no I don't think you'll reach your funding goal. However, that doesn't mean it's a bad project. In fact, I would love following it over time to see what you're doing. If you feel strongly about the concept, consider doing it on the side or taking a few months off - this is the kind of project that looks like it could very well be implemented as a hobby. Use that development time to churn out videos and blog about your progress. Slowly build up that audience. By the time you're done, you'll already have customers and fans lined up.