We were extremely pleased at the early progress of Scoffton. We are also humbled by the number of new supporters we gained during the campaign due to the incredible content creators that spread the word. Unfortunately, our funding is not on track based on our projections. We’ve decided that the best course of action to ensure Scoffton is published is to cancel the campaign and refocus on our marketing.
Scoffton was always going to be a difficult game to sell. On a computer screen it appears to be the fevered imaginings of a bored high school student. However, anyone who sees the game in person instantly knows better and this aspect of the campaign has been difficult to translate into sales.
Some of the reasons we feel that this Kickstarter campaign has failed are:
Failure to plan for a minimum order quantity scenario – we were optimistic in thinking that we could order 1500 units, sell 500 through Kickstarter and gradually work our way through the rest. We have learned this lesson and will plan accordingly for the next campaign. This should go some way toward bringing our funding goal down.
Overestimating reach on social media. Social media can do funny things to your perception of how much support you are likely to garner during a Kickstarter campaign. In our case we heavily relied on Twitter to drive support for the campaign. Based on the previous year or so of activity and high interaction we thought this was reasonable. We discovered that most of our traffic to the campaign page came through Facebook and by comparison Twitter performance was poor.
Getting our game in front of faces from outside of our corner of the globe. The tyranny of distance here in Oz has been a constant battle in terms of getting ourselves and our game out there. Our friends at Cardboard Herald, Not Safe For Worker Placement, The Cardboard Family and the like are some of the fine few in the US who have actually played our game. Despite valiant efforts, we were not able to penetrate the US market as expected.
There were other hurdles we didn’t expect to encounter during the campaign. We have learned from these experiences and plan to improve our marketing, sales strategy, advertising and balancing the demands of our personal life with the demands of the campaign.
The climate of board games at the moment is known to be a “firehose of board games to the face”. With over 1000 games being released every year, the challenge to set yourself apart and make an impact is tremendous. Our uniquely themed game has helped us stand out, but it has still been a struggle.
Once again, a really big thank you is due to the content creators who got on board the Scoffton train. This is one area where we managed to punch above our weight and we look forward to continuing these relationships into the future. How’s your May 2019 looking round about now?
And once again, thank you to our backers who have taken the plunge to back Scoffton. We’re a little down, but not out and Scoffton will be back and open for business in 2019 once we get the drapes steam cleaned and the rat trap emptied.
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