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WGCNY & Zephyr Games Inc’s the “Legend Of Fat Ninja” Kickstarter campaign was a success, Thanks to your help!
As some of you know, we recently ran a kickstarter campaign for the Legend Of Fat Ninja App. The plan was to raise $14,500 for us to use to polish off the game, to do a Kindle Fire port, as well market it upon release. All that means is the money would go towards making a cool game even cooler, and allowing more people to have access to it. We thought it was a good plan and, apparently, so did you! So first let me say, our hats are off to all of you who pledged, shared, liked, tweeted or helped in any other way!
Even good plans can be hard to achieve, as it took us the full 30 day period to raise the above amount, but we did it! YOU did it! And now we are in a good position to really put out something special. We’ve been working on Fat Ninja for over a year now and to get this kind of support really shows our work has been worth it. It also servers as an inspirational jump off to help finish the game. A lot of times when working on a project, you reach a “dead zone” where you’ve done a whole lot, but you still feel so far away from the end goal. In those moments it can be easy to fold, give up, and do something else. Fortunately your support quickly moved me out of the dead zone and pushed me toward the light at the end of the tunnel.
As an update, we’re getting closer to completing the first full version of Fat Ninja. There is no doubt the App will have some updates and upgrades after it’s release, but it’s awesome to see that when it does drop, it’ll be a more robust app than we originally planned on. I’m currently working on some of the story scenes and the help section. You can keep up with the latest on Facebook, as we try to post work in progress shots as often as we can.
For those who are considering starting a kickstarter project, I have a few pieces of advice:
- This should go without saying, but I’m going to say it anyway. Believe in your product and put out the best work you can. If you don’t really believe in your product, it will show in your work, and no one else will believe in it either.
- Prep for the campaign. Most people know there is a lot of work that goes into a fund raising campaign while it’s happening, but most don’t know there is a lot of work that happens before the campaign even begins. One important thing I would suggest is to contact those closest to you, like family and close friends ( and put out word to everyone else ), 2 weeks before the campaign launches. This way they will be expecting it, and they can pledge to your campaign on day 1. This has a lot of advantages and could get you listed on kickstarters homepage. We did not do this, but you can believe we will going forward.
- Be ready to put in a daily effort. Unless you have a name ( celeb status ), or an product people can’t live without, you are going to have to work your campaign on a daily basis. If you are a single person launching a campaign, you have to consider no one else is going to be pushing as hard as you. You have to take the lead and be the driving force behind your campaign. If you have a team behind you that can help, as the more people pushing the campaign can help it reach a wider audience, but even still having a team is no guarantee of success. A team might mean your asking for more money to do more things, and there could be a number of other variables that make it harder or easier to promote. But it all comes down to the bottom line: it’s all on you to get the word out, and get people to pledge. You can’t let up for a minute.
- And the last piece of advice I’m going to mention here is this: If your project does not get fully funded, reevaluate your product and campaign, then try again. I say this because regardless of the outcome, you will learn a lot about your project via comments from those that pledge and those that do not. The whole thing is a learning experience, and part of that is learning how people react to ( and what they think of ) your product. So for some of you, you will find that your product is fine, or might need a few tweaks, or that your campaign needs a different approach. Others will find their product needs more work than that thought, or might be more of a niche product than they had thought. Whatever you do learn will allow you to take one steep closer to your end goal.Even for those who find that their product doesn’t have the appeal they thought, the things you learn can be applied to a new product and a new campaign. In this way, no matter what happens you can’t lose.
Lastly, I want to give a special thanks to Kevin Loughran of Interactive Monster and Gina Zdanowicz of Serial Lab. They have both provided excellent work on this game and I’d recommend both of them without reservation.
That’s it for now. Be sure to check back here and on Facebook for the latest in Fat Ninja news!