Monday, February 25

Shipping This Week!

This weekend Paul and I and our families met up for a joint long weekend. We ate and drank well, hung out and chatted, played with the kids and got some gaming in, but most relevant to this blog is the FlickFleet progress. Paul had spent last week frantically laser cutting deluxe sets and I was measuring and cutting box tops. Each FlickFleet deluxe edition is signed, numbered, enscribed with a message and optionally personalised.

I brought 30 finished boxes with the rules and dashboards in on holiday and Paul brought 45 deluxe games’ worth of ships, wooden bits and dice, plus two standard copies for the two backers at the Uprising Hero (first to ship) level who got a standard copy as well as a deluxe one.

During the weekend Paul and I numbered, enscribed and both signed those 30 finished boxes, plus we numbered and signed the 48 box tops I’d brought with me that were cut but not assembled yet.

That will allow me to ship the 45 games’ worth of bits as I make the boxes for them, and Paul to ship the 30 boxes as he cuts and bags more bits, we expect to ship all the Uprising Hero pledges before mid-March, so they should arrive by the end of March as promised on the Kickstarter.

I also made a jig for the box top blanks last week too, which I think will significantly speed up making them as I put the measurements on it once, rather than measuring every sheet. I’m going to make one for the box bottoms this week and time it to see how much time it saves - it felt like quite a lot, but I don’t have the data yet! I still have 345 games worth of box blanks to make, so a saving of a minute or two per game will save many hours of work in total.

It’s really exciting to be shipping the games this week - our baby will be in peoples’ hands shortly - I hope they enjoy it as much as we and the reviewers do!

Monday, February 18

Switcheroo!

I’ve little progress to report this week - I’ve been travelling in the US all week, first a couple of towns around Boston, MA and then just under 18 hours in Raleigh, NC. 

I had two opportunities to do something gaming-related while out there, but sadly achieved neither. I was hoping to go back to The Castle Board Game Cafe in Beverly after work on Tuesday and then get a late taxi down to Milford, but as it turned out that day a snow storm came through Massachusetts so we finished work early and tried to get out ahead of the storm. We didn’t succeed - the 57 mile journey took us three hours!

The second attempt was entirely unexpected and abortive. I was sat in the hotel in Raleigh eating breakfast and I mentioned it on Twitter. Rob of Coin Flip Games, one of our #CraftWednesday stalwarts, got in touch to see if we could meet up. Sadly I was only free for the next hour, and he couldn’t get over to my location in time. It would have been cool to meet up in person, but sadly not to be. I get down there once a year though, so I know better for next year! (Last year I met W. Eric Martin of BoardGameGeek news for a video segment and to show him FlickFleet).

Paul has had a better week though - the acrylic arrived on Tuesday - so he’s now started cutting and etching the deluxe edition ships in earnest.

Etching complete!

We’re meeting up this weekend for a long weekend with our families. We’ll hang out, play some games, hopefully test my new idea for the first time and swap FlickFleet components. I’ll give him boxes with dashboards and rules inside and in return I’ll get the bagged up ships and wooden pieces. When we get back we’ll both start combining what we make with the stock from the other half and simultaneously start shipping the first set of Kickstarter physical rewards. It’s getting exciting!

Monday, February 11

Off to Snowy Boston!

Last week was spent delivering Zombology copies to Travelling Man for another stocking order (they are our only retail stockist: a chain of four games stores in the north of England - but they have single-handedly sold a quarter of the print run!), starting to make a few more to replenish our stock pile which has just been cleaned out, and trying to get ahead of the game on FlickFleet stock.

Meanwhile Paul has been completely redoing the laser-cutting files I sent him to support the etching mode on our laser cutter  and then doing the test cut so we could go ahead and order the bulk acrylic.

A deluxe fleet

I’m in America all week this week for work (I’m posting this from an airport coffee shop on the way to Boston), so I wanted to get some stock stacked up to stay on track of fulfillment despite taking this week off crafting. Our accelerated plan had 26 finished last week and 35 this week, but I only managed to get 30 boxes and 12 games' worth of dashboards done before I left - I’ll be catching up slowly over forthcoming weeks. 

This week I was planning to go to The Castle Board Game cafe in Beverly, MA on Tuesday night to demo FlickFleet and Zombology, but the weather tomorrow is now looking like we’d be better heading to our next stop as early as possible as they are expecting heavy snow on Tuesday - we don’t want to get snowed in to the wrong city!

When I get back I’ll have just under a week to get some more FlickFleets made up before we go away for a long weekend with Paul and his family. The plan is to swap the boxes, dashboards and rulebooks that I’ve made with laser-cut ships and wooden pieces that he has bagged so we can both start shipping copies on our return!

After a few weeks of frantic crafting, my hands could do with a break this week!

Monday, February 4

Stocking Up

FlickFleet construction is continuing with boxes getting labelled and filled with ship dashboards and rules in Newcastle and the wooden pieces arriving and laser cutter experimentation happening in York. 
 
The first batch of finished boxes

I’m off to Massachusetts for work in a couple of weeks so I’m trying to get ahead of the game as that week I’ll not be able to do any construction (side note: if you’re near Beverly, MA on the evening of Tuesday 12th February, why not pop along to The Castle Board Game Cafe - I’ll be there with my FlickFleet prototype and Zombology).

My focus before that trip will be stacking up FlickFleets that are as finished as I can get them, but also some more Zombology stock. I’ve currently got 15 finished Zombology games at home. Five of those are for the first few batches of Kickstarter backers, so stock is 10. One of my goals for this year was to keep five Zombology in stock - I've had a couple of times recently when I’ve not had enough finished stock to fulfill orders.

I’m in that boat again :-( This week I got another stocking order from my local FLGS chain for ten more copies - I’m all out! I’ll have to fit some Zombology crafting in around the FlickFleet work. The chain have now taken over one quarter of the whole print run and account for over a third of all sales!

On the upside, Paul has now sorted the deluxe laser etching - we’re all systems go!

Testing the etching

Monday, January 28

Productive Week!

This week was all about getting started in earnest on the FlickFleet fulfilment. Unlike most Kickstarted games, FlickFleet is hand-crafted so rather than sending the artwork off to printers in China and then waiting months for stock to appear we’ve ordered all the bits for delivery to our houses and we’re going to be busy hand-crafting them for the next several months. The downside of this approach is that we have less time available for designing and playtesting new games and less free time in general, the upside is that we can start shipping games way earlier and do a much smaller print run which has less risk.

This is a lot of greyboard

This week I’ve collected the greyboard from the printers and made 30 blank boxes. The printer found things took longer than they expected so I don’t have the artwork yet (I’m getting most of it on Tuesday), but I’ve already made 30/52 of the boxes I need by the end of March.

A stack of 10 boxes - 90 minutes' work!

The wooden pieces also arrived (to my house, not Paul’s :-( ) and Paul got the laser cutter installed, set up and received training on its use (he took 15 pages of notes!). He’s already got it working and has worked out the best settings for the standard copies and is now trying to find optimal settings for the deluxe ship etching.

Laser cutter works!

Once we’ve done a test of the etching on the final sheets we can order those (145 each of red and grey - 150kg / 1.3m3!). But I want to make sure everything works fine before we spend £2,000 on acrylic!

This week I’ll start wrapping those 30 boxes with their labels. Paul and I are meeting up for a weekend away in about four weeks, so when we do we’re going to swap boxes and bits so we can both start posting games on our return.

At this point everything is still on track! Yay!

Monday, January 21

Incoming!

Over the last couple of weeks I’ve spent my lunch breaks at work finalising things, double checking them and placing orders. Until now the only things to arrive have been the dice and some test acrylic for commissioning the laser cutter.

Enough acrylic for 5 games
(but actually for testing laser cutter)

This week things move up a gear as the greyboard for the boxes arrives (collecting tonight), the artwork arrives (I’ll be collecting it on Thursday I hope),  the laser cutter arrives (installation, commissioning and training Paul on Friday) and hopefully the baggies and all the wooden bits will arrive too.

Construction can begin!

Paul’s family and mine have a long weekend away booked at the end of February, so we’re intending to swap finished boxes (packed with rules and ship dashboards) and baggied bits and ships, that way we can both start shipping games on our respective returns home. 

We have 50 packages to ship by the end of March, and the first one won’t leave until the end of February, so it’ll be tight, but hopefully we’ll get it done.

The fact that the two halves of the games are being manufactured 100 miles apart complicates things a bit, but we don’t think it’ll cause us a problem for the Kickstarter fulfilment- we’ll just need to keep meeting up for weekends :-)

Now, time to start crafting some boxes!

Monday, January 14

Spend! Spend! Spend!

A week ago we had the Kickstarter funds in our account and we were ready to start paying for things.

 7 kgs of dice!

Half of it is now gone! We’ve ordered the dice and they’ve arrived; a proof of the artwork and that’s arrived, been assembled and proof-read - the rest of the printing will be ordered today. We’ve ordered the wooden pieces and baggies (delivery in a couple of weeks) and the laser cutter (about a week away). Things are fast underway! 

First assembled box with final art

To meet our Kickstarter commitments we need to craft 270 FlickFleets and 27 Zombologies by the end of December. I have a crazy plan in my head where we try to get them all shipped by the end of August instead - which simplifies the bookkeeping somewhat as that’s the end of our financial year. 

However that plan involves making 10 copies every week between now and the end of August. We can have 5 weeks off for work travel and holidays, but that's still quite a stretch!

I was hoping that it would take me about 20 minutes to do my part (making boxes and cutting out ship dashboards), but the first attempt took 32! That’s nearly six hours of crafting a week. That doesn’t sound like a lot until you realise the time I have available for crafting is usually 9-10pm - so that’s 6 out of 7 nights every week!

I’m hoping I can speed that up a bit - the boxes were made out of too thick board (the printers had run out of the right thickness) which took longer to cut and I’d run out of tape so for the proof (my copy!) so I just did the corners without tape - using the box labels to hold them together - which was a bit of a faff and definitely took longer. I’m also hoping there will be time benefits from doing a few copies at a time - less task switching should be more efficient.

At the moment things are all still up in the air though - it’ll be good once construction has begun in earnest and these things are all a bit better understood!





Monday, January 7

And So It Begins...

This week we are placing the orders for the wooden bits, the dice, the baggies, a proof of the printing and the laser cutter. FlickFleet is off to the races!

We've got to make 273 of these in the next 12 months!

We hit our deadline for the last pledge level (the Print and Play files by the end of December), now we need to make 50 deluxe copies of FlickFleet, 2 standard copies of FlickFleet and 3 copies of Zombology by the end of March. I’m hoping we can do more than that, as I’d like to get ahead of things and ideally deliver all the rewards before the deadlines (the December one is currently the most work, so the more we can do to get ahead of things early the better).

I’ve finished off the box art and I’m now re-jigging the laser cutting files again to fit everything on the laser bed (which is slightly smaller than I was expecting).

I’ll get a proof of printing before the end of the week and then, assuming that’s all ok, I can go ahead and order the rest of the printing.

In the meantime I finished two of the three Zombology copies we need by March last night and will be doing the third tonight. Then I'll build a few for stock in case of website orders or another stocking order from our retailer (singular!).

The next few months are going to be pretty busy!

Monday, December 31

The Early Bird Gets the Digital Reward

Tomorrow is the beginning of 2019 and around the busy family Christmas break I’ve managed to get the first steps of FlickFleet Kickstarter fulfilment completed. We’d set the delivery date for the Print and Play version to December 2018, which considering the Kickstarter didn’t finish until the 8th of Dec, we didn’t get the funds until the 28th and we had Christmas and family holidays arranged was probably a bit optimistic. But the good news is the P&P files are done and I will have sent the email to all the people by the end of this evening.

With the funds now cleared in our bank account we are also now ready to order the printing, wooden pieces, dice and laser cutter. It’s all go!

Monday, December 24

Merry Christmas!

I’m now in Bristol celebrating Christmas with my family and my in-laws - so this week’s blog will be pretty brief.

I just wanted to wish all of you that celebrate it a very Merry Christmas and wish everyone a happy, healthy and successful 2019!

Paul and I are taking a well earned break - but we’ve been gearing up for FlickFleet Kickstarter fulfilment over the last couple of weeks, so we’re ready to hit the ground running in 2019. We’re on track to deliver the P&P rewards as planned this month, and have been refreshing all the quotes for the laser cutter and all the materials. And Kickstarter told us on Monday they had released the funds and we can expect them within a couple of working days (Thursday?) - so it’s all go!

Monday, December 17

Kickstarter Data Deep Dive

Paul and I chose to go to Kickstarter for FlickFleet because we needed funds up front for the laser cutter purchase and the raw materials for making the games.

We have an unusual two-phase campaign, and this was our first Kickstarter which will skew things I’m sure, but I wanted to look into the data we collected (some permanent, some transitory) and see what we can draw from it, and by sharing it here I hope there is something useful for you too.

We went into the project knowing that our audience wasn’t big enough to succeed. We needed help. We had figured on an average pledge of £31 (standard copy plus UK shipping) so we needed 387 backers. Our mailing list was 135 people and not all of them would want a copy, I guessed around 30% (40). So we needed to find another 347!

The fact that we were going to Kickstarter changed a few things about how we approached the launch - I made a few demo copies and send them to reviewers (6 in total but we only got five reviews due to a series of unfortunate events at one of the reviewers) and I also arranged a lot of podcasts and email interviews ahead of the Kickstarter launch. Usually review go out after I've hand-crafted all my pre-orders, so this attempting to build a buzz ahead of Kickstarter was all new to me. I think we did ok, the podcasts definitely helped, but we could have done with sending out more review copies I think, five reviews was only just enough.

One of the things we were really hoping for was that just the act of being on Kickstarter would help - we needed to find 347 people to support us somewhere. As it turns out we were right. 46% of the total raised during our campaign was raised through Kickstarter itself. Some of that is probably people who found out about it elsewhere and searched on Kickstarter, but a huge proportion of our total came from the platform itself. By comparison, 33% came from outside and only 19% directly from a link we shared.

Another large benefit of Kickstarter was finding out really early on that the deluxe versions were hugely popular. It allowed us to change the shape of the campaign on the fly - opening up more deluxe editions as time went on.

Downsides were plenty though. The campaign was plagued by a constant stream of cancellations, and Paul and I felt constantly at risk of further backwards progress - that made the whole experience very anxiety-inducing. In the end about 14% of backers cancelled their pledges (though a few of those eventually came back). This was compounded at the end when 18/325 backers had payment errors. By the end, this was down to 6/325 (2%) and the final total before fees was £11,891. Obviously this is lower than the amount of money we needed, but one of the joys of hand-crafting print runs is that we can change our print run size and there's no minimum, so we're still good.

A couple of things I clung to throughout the campaign were a couple of stats about successful campaigns. One, from Kickstarter itself, is that 98%  of all campaigns that reach 60% end up successfully funding. Another was that anecdotally, funding is split roughly 1/3 each between the first 48 hours, the middle and the last 48 hours. In our case the numbers were 31.8%, 48.5%, 19.7%, so even though we had a weak finish, we were well within 30% with 48 hours to go.

We had 723 project followers at the end, and we went from 12% to 17% of them backing the project after the email reminder went out. That's 37 backers at the end from the followers, or just over 5%.   

Monday, December 10

We Did It!

The good news is that our Kickstarter for FlickFleet funded and we’re getting a laser cutter in Paul’s garage and approximately 285 people are getting a copy of FlickFleet. Approximately, you say?

The pledges as written have us being on the hook for delivering 21 copies of Zombology, 137 standard copies of FlickFleet and 118 deluxe copies of FlickFleet. However, a number of people pledged over the amount to add an additional copy (or four!) or a Zombology to their order and I’ve not yet been through things in detail to get the final totals. I think total is nearer 285 FlickFleets.

As regular readers will be aware, this was our first Kickstarter and I was pretty uncomfortable about it for a number of reasons, but the biggest two were: I don’t like to owe people for things (I don’t usually take payment until the game is ready to ship) and not knowing what we’re getting into until the project completes.

The first has just been realised (325 people have just had their credit cards charged) and the second has now abated - once I’ve tallied the special pledges we will know exactly what the commitment looks like.

As it turns out the worst bit of running a Kickstarter was neither of those, it was instead the month-long anxiety of ‘will we fund or not?’.

With 5 hours to spare!

It went right to the wire, with us reaching the target with 5 hours to spare and then a flurry of late adjustments as people who had helped give us the momentum and cross the line corrected back down to something they were more comfortable with. I was literally watching the seconds count down at the end, refreshing the page in case we had more cancellations that dropped us under again. It was not a comfortable experience. But we’re done, we made it and that’s behind us now.

We funded at £12,127 or 101%. Some people might look at that as a failure, but to us it’s a huge success. This was our first Kickstarter, which makes a lot of potential backers uncomfortable. We went into it with a tiny mailing list of 135 people, needing approximately 350 backers to succeed. It was always going to be an uphill struggle. But we did it!

We also made things more complicated for ourselves with our bizarre two-stage campaign that was a mixture of hand-crafted and potentially professionally manufactured games. This hugely complicated the fulfilment picture for us as we didn’t know how many games we’d be hand-crafting in our free time around jobs and families.

I think the optimal outcome would have been reaching the £40k stretch goal and then we would only be on the hook for hand-crafting the deluxe editions. The second best outcome was what we got: scraping over the line so we don’t have a huge number over people waiting on games. If we’d ended up just under the £20k stretch goals we’d have had 600-700 people waiting on fully hand-crafted games (which we’d promised within a year) and if it was just under the £40k one it would have been about 1,500 games worth of laser-cutting in the same time frame (though the rest of the games would have been professionally manufactured). So in that sense it’s a good outcome for us.

We’re now working on getting the artwork finished off, the print and play files together and the laser-cutter ordered. We’ve until the end of this month to deliver the P&P files and a couple of weeks to wait for Kickstarter to release the funds to us, at which point we can start ordering things that require up front payment.

It just remains to say thank you all for your support. Whether you backed us, shared the project on twitter, Facebook, Instagram, BGG or elsewhere, or even if you just wished us well - it meant a huge amount to both Paul and I. We literally couldn’t have done it without you.

Thank you!

Monday, December 3

Through the Wringer - Kickstarter Style

So there are only five days left of the FlickFleet kickstarter campaign. For the last 25 days, Paul and I have lived on tenterhooks, willing the Kickstarter total to go up, hoping that we can be successful at our first attempt on Kickstarter, despite my professed discomfort with it.

It's been a deeply uncomfortable experience. Had we funded very quickly, I would have found it a very different experience I'm sure. Had we clearly got a failing campaign we could have pulled the plug early and despite the disappointment we would have been able to relax and take stock.

Instead we have the worst outcome. A campaign that looks like it will finish very close to our target, either above or below. We've been watching the total crawl slowly northwards, with two steps forward and one back (about 14% of people who have backed the project have subsequently cancelled their pledge, dragging us back away from the target).

The encouraging thing is the number of project followers, so I'm still hopeful for a strong finish that tips us over the line, but it's going to be close and it's going to be nerve-wracking - that's for sure.

Stats:
Watched the video: 1,943
Watched it to the end: 1161
Following the project: 691
Backed the project: 252 (including 83 followers - so 607 followers haven't yet backed)

Can we make it? I'm still optimistic and I really hope so - as I'm more proud of FlickFleet that any of the games I've released before. But we need another 70 backers in the next five days.

In just over 5 days we'll know one way or another, until then the anxiety continues...

Monday, November 26

Two Thirds And Two Thirds

So we are very nearly two-thirds of the way through the FlickFleet Kickstarter campaign and we are just over two-thirds funded. Which is alright I think, according to Kickstarter themselves 98% of campaigns that reach 60% end up funding, so I'm still optimistic, but the last week or so have been very flat and a test of our nerves.



We've now had a few days where the total was slightly negative and lots where the total was barely above zero - we're really hoping for a big jump on the last few days (which it seems most campaigns have).

Running a Kickstarter campaign that doesn't fund immediately is incredibly stressful, especially watching the pledges come in and then get cancelled. I wouldn't recommend it for the anxious.

Still there are some signs of hope, I'm being interviewed by Paul Grogan of Gaming Rules! while I'm in the US this week, and hopefully Geek & Sundry too. The podcast interview with Coaching for Geeks goes live next weekend and we've got a decent number of people who are following the project and will be notified at 48 hours before it closes.

The marketing funnel (I hate myself for saying that!) stats for the project are currently:

Watched the video: 1,598
Watched it to the end: 888
Following the project: 603
Backed the project: 214 (including 73 followers)

So there's 530 people who are interested enough to get a notification, but haven't yet backed.

Fingers crossed!

Monday, November 19

Stay On Target!

We’re now on day 12 of our 30 day Kickstarter campaign for FlickFleet. After a strong start we’re now in the doldrums. The daily pledge total is usually around £250-£400 (we need £246 on average every day to fund) and once it was as low as £45, so we’re limping towards the line, but it’ll probably go to the wire. Most people I’ve spoken to are convinced we’ll fund (or at least that’s what they are telling us!) and Kicktraq and Backerkit’s trend analysis both have us funding too. The only concern is that Kicktraq’s lower limit from its projection cone is now under our goal £10,787 vs £12,000, and it’s heading lower each day (even if their trend is to £18k!).

Things have slowed down a bit

I’ve spoken before about my concerns about Kickstarter (Exhibit A & Exhibit B) but it turns out the biggest problem I’m (and Paul said he is) experiencing is actually the worry about will we fund. Frequently checking the total has become compulsive behaviour, which can’t be healthy. We’ve had quite a few cancellations and no information from almost all of the cancelling pledgers to help us understand why they backed (often at a high level) only to cancel hours or days later.

The one exception to that was a guy who backed and then in response to my thank you message told me how cool the game looked and how much he was looking forward to playing it with his kids. A few days later I got another message from him to say that he was cancelling that pledge because budgets were tight at this time of year. He still loved the game and the campaign, but just couldn’t afford it at the moment. I really appreciated the explanation and tweeted as much.

The story has a happy ending! One of my twitter followers (who henceforth shall be known as Legendary Steve) paid his pledge as a random act of kindness - he was blown away (as was I!) by the generosity :-)

Fingers crossed we can keep the momentum through the slow middle period that everyone experiences and enter the exciting final couple of days at least close enough to the target to make it over the line...

Monday, November 12

Off to a Promising Start

We're just under 5 days into our FlickFleet Kickstarter campaign and it's pretty intense. It seems to be going well so far (just over 40%) and there have been a couple of surprises.

First up is the deluxe editions are way more popular that we were expecting - I hoped we'd get a few pledges at that level by the end but they all went withing 15 hours! Crazy. After discussion with Paul (who will be doing the laser cutting) we've just added a few more with a later delivery date (though still ahead of the standard copies).

Prototype deluxe ships

The other thing is the number of backers we're getting directly from Kickstarter. It's over 40% which really surprised me, especially as we've not made any top picks lists or anything.

Anyway, it's all going pretty well I think, but I could really do with some sleep! Hopefully I'll get a decent night on Tuesday when I'm away for work (and getting interviewed by Gabe Barrett from The Board Game Design Lab for his podcast!).

Thursday, November 8

We're Live!

After months of wrangling with the Kickstarter page and trying to get to grips with the concept and best practices of crowdfunding, FlickFleet is finally live on Kickstarter.


We're about 6 hours in at time of writing, with 20% of the target pledged - huge thanks to all the early backers - Paul and I really appreciate your support.

Please take a look at the page and share with anyone you think would enjoy it.

Right, I'm off to bed now - I've not slept much in days and today's excitement has done for me!

Monday, November 5

Three Days!

I’m currently on holiday (writing this while The Toddler naps) so I’ll keep this brief!

FlickFleet is coming to Kickstarter on Thursday, hopefully about 4pm UK time. It’s our first time on Kickstarter and despite the slow growth of our mailing list and a number of very excited people by far the biggest risk is that we won’t have enough backers to hit our target.

If you are intending to back it (thanks!), please do so early to help give us the appearance of momentum which might encourage others to join in. If you don’t wish to back the project, please share it with one or two people who you think might be interested - it might be the difference between success and failure!

Thanks for all your support!

Monday, October 29

What Have I Got to Show for 15 Months?

I’m shutting down the Sole Trading company ‘Jackson Pope trading as Eurydice Games’ and transferring my assets to Eurydice Games Ltd. ahead of the FlickFleet Kickstarter in a couple of weeks time. It seems like a good time to take stock of the first 15 months of Eurydice Games.


I started the company in August 2017 with a £1,000 ‘investment’. I say investment in quotes because it was money I was putting into the company and at risk, but I wasn’t expecting a great return from it, I certainly wasn’t treating this like a stock market investment - but I didn’t want it to be a vanity project where I threw money at games that no one wanted to buy or play.

Fifteen months in and I have just under £600 in the company, so from a cash flow point of view it’s been unsuccessful. if you consider the £355 of Zombology materials I still have in stock then the company has made a loss - I’ve spent a year turning £1,000 into £930. Oh, and I’ve worked probably 150 hours of my free time for no recompense either. So woefully unsuccessful.

So why on earth am I carrying on? The one thing those numbers don’t take account of is FlickFleet. I’ve spent nearly £500 getting FlickFleet ready for market, and obviously FlickFleet hasn’t yet had a chance to recoup any of that. If you treat that as value (R&D investment?) then things look a little rosier: £1,000 to £1,420 in fifteen months, which is a pretty reasonable rate of return. Of course, if FlickFleet fails to fund and we pull the plug on it then that's wasted money, so I can't rely on it.

We're now 10 days from FlickFleet arriving on Kickstarter, so I don't have long to wait to find out...

Monday, October 22

Hear Ye! Hear Ye! FlickFleet is Coming!

This week has mostly been marketing. Which I am notoriously bad at. I’ve been trying to drum up interest and build up my mailing list ahead of the FlickFleet Kickstarter on 8th November.


A FlickFleet game in progress

I’ve written a press release and I’m halfway through distributing it to a load of board game websites (and a couple of local press that might be interested). I’ve also been arranging a load of podcasts and interviews to try to involve as many people’s audiences as possible. We’re also planning to get some flyers printed that we’re hoping to distribute to a number of UK games shops. Excitement is building. I hope it’s not too slow for a successful Kickstarter...

The limited company bank account is finally set up (this was one of the things that blocked earlier Kickstarter launch dates), so now we just need to get internet and mobile banking set up and we can start using it.

I’ve also been getting more feedback on the Kickstarter page and updating that and getting a couple of outstanding tasks around production worked out too.

It’s all very busy, and at this point it’s hard to tell whether it’s working or not. I guess we’ll know a couple of days into the campaign!