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2. Re: Hero-U: Rogue to Redemption Challenges Jan 25, 2013, 13:12 Dev
 
Protip (and most of this is general for ALL kickstarters): Make sure to get good estimates of physical rewards FIRST, before doing a kickstarter. And price the tiers with physical rewards high enough that they cover that. And the shipping. And some extra.
Yes, I can understand pricing everything at cost to get a project off the ground since any future non kickstarter sales are mostly profit, but the danger of doing that is that any unforeseen expenses means you are taking a LOSS at doing the project.
And make sure the minimum goal is what you can actually deliver the project for. Don't make the goal $50,000 knowing that you can't really do the game unless its $100k and saying "well surely we will get $500k since people will line up to get our game". If you can't really do the game unless its $100k, then make the goal $100k.

And make sure to add some reserve to cover things like this. If $20k out of $400k is enough to make you run at a loss (getting specific to using the numbers for this project), you didn't price things out very well. Thats only 5%, and 5% would be a reasonable reserve to budget for.
Edit: Somehow I read $20k, when it says $50k. Doesn't change my point, if they had a 5% reserve, they could have mitigated a large chunk of that.

This comment was edited on Jan 25, 2013, 13:55.
 
 
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