Monday, September 28
Consequences
Monday, September 21
Contract
Last week was rubbish. This one was better.
I've designed lots of games. Most of them are rubbish. Or broken. Or at best mediocre.
A few, I believe, have merit. I've invested my time, my effort and my money in self-publishing those. Self-publishing. It’s a bit of a vanity project isn’t it?
I've also signed and published other designers' games. Under contract. Games I felt were good enough to invest my time, effort and money in. Objectively. I didn’t have an emotional connection to them - these weren’t my babies.
I've never had a game published by someone else. Signed a contract with another publisher. Had someone decide my game was good enough for them to invest their time, effort and money in. Crossed that hurdle.
I'm not sure why that seems significant. But it does.
I've been publishing games since 2006. Six titles. Thousands of sales.
A few years ago a (non-industry) friend got a board game published. I was proud and happy for him.
And a tiny bit jealous.
This week I signed a contract. From a publisher. Might I cross that hurdle?
Monday, September 14
Nadir
I ran another board games publisher once. Reiver Games. It failed. Over weeks. And then months. And then fatally.
I spent those weeks and months a failure. Watching the bank loan repayments and warehousing bleeding my company dry. Unable to create the sales I needed to keep it alive. Each day despondent, trying ideas that didn't cost much, watching those ideas fail. The money seeping out week by week.
It hurt.
That's how last Wednesday felt too.
I love Kickstarter. Without it, FlickFleet wouldn't exist and Eurydice Games wouldn't be anywhere near as successful as it has been.
But I hate Kickstarter. The minute your campaign finishes, you're in debt. Way before you get the money, you owe hundreds (or thousands if you're lucky) of people. They've lent you their hard-earned cash. And you owe them. That weighs on me - I hate being in debt. What if I get hit by a bus? What if Paul's house burns down?
Those debts weigh on me. I'm sure that's why we've fulfilled early until now. The weight of those debts pressing us to get the rewards out and the debts paid as fast as we can. I hate Kickstarter.
Fulfilling early is unusual. We've done it twice. It has become part of our identity - the crazy guys who hand-craft games in their garage and fulfill early.
But a supplier let us down on Wednesday. The order was eight days late and when I finally got through to them, it was delayed until next month. We'd miss a deadline. 150 debts that we'd pay late. Not early.
It’s my fault really. I should have baked more slack into the project. I didn’t.
We've lost our identity. Now we're just crazy guys. Late like everyone else.
We told our backers Thursday, once we'd had a chance to explore some other options. They were very supportive. I love Kickstarter. The community it creates around your project.
The ad went live on Wednesday too. It didn't lead to any sales either.
Monday, September 7
Serendipity
Sometimes you get lucky.
Back in June I barely left the house because my MS made me vulnerable to COVID-19. Paul was laid up with it for three weeks. Our website was shut since we couldn’t ship anything. Oh, and the conventions we were hoping to sell our left-over stock at were all cancelled.
Things looked bleak.
Then I saw a post on LinkedIn for advertising grants worth £3,000 for small businesses affected by COVID-19.
It took ten minutes to apply. I wrote them a sob story. All true of course.
And we won!
Our ad runs this week in the Metro newspaper in London and south-east England.
I’ve no idea what to expect. It’s completely untargetted but they print over 400,000 copies. Four hundred. Thousand.
I’ve spent the week making some first edition stock in case we get some orders.
Monday, August 31
Getting Personal
Through all three of our Kickstarters we've offered standard and deluxe editions of whatever FlickFleet material we are crowdfunding. The games are small hand-made runs (I don't want to be sitting on thousands of games in stock that drains our account through the cost of warehousing), so how do we make the deluxe ones deluxe?
The contents are almost exactly the same - the deluxe game has an extra set of dice, and everything deluxe has a little shiny sticker on it. But that's hardly earth-shattering.
The biggest difference is that the deluxe ships are all laser-etched as well as laser-cut. It allows us to add details and the names of the ships (which can be useful in bigger battles).
The etching takes a lot of time and requires a lot more work from Paul (to ensure the ships with the right names make it into each box). So they cost more.
But we wanted to make them more special - really worth the extra cost. We number them (x/400) and write a little inscription on the inside of the box lid. And we both sign them. I've no idea if that's a selling point or if people appreciate it, but it makes them more unique.
We also offer the chance to personalise it too. Have John* or The Smiths* inside the box lid. About a third of deluxe backers take us up on that. Usually with something like those above. But some people have fun with it and that makes me happy. Here are a few favourites from this campaign*:
The Imperium Triumphant!
To Bill And Ted, may all your battles be epic!
To the everlasting glory of Queen Jane and the Smith Star Empire
By Grabthar's hammer!
We also make them first and deliver them first too.
We must be doing something right. Over two-thirds of our backers in the last campaign wanted the deluxe version.
*Names changed to protect the innocent.
Monday, August 24
Fulfilment Begins...
Monday, August 17
Spend, Spend, Spend!
Monday, August 10
Production Begins!
Monday, August 3
Past Jack Says: Tough Week
Monday, July 27
Print and Play Week
Monday, July 20
The Busy Time
Monday, July 13
The Game Has Changed!
Monday, July 6
Best Kickstarter EVAR!
This campaign has been amazing - it’s done so much better than we could possibly have hoped for. It’s now our best Kickstarter by over £1,500 (that’s more than 10%!) despite our very humble expectations for it.
There’s still just over a day left to run and one last stretch goal that’s definitely in reach now, so it’s not quite done yet.
We still can’t believe how well it’s gone - the challenge now will be what can we learn from this one to replicate for next time...
Monday, June 29
Well, That Blew Up.
As I mentioned last week, this week we launched our mini-Kickstarter on Tuesday. It's for a few new ships for our FlickFleet fans and we hoped it would bring in a few more new backers through the magic of the Kickstarter machine.
We set a crazy-low target (we're just buying the bits for a pretty small run of a few ships, so we didn't need much), but even with that we were running the numbers of backers we would need in our head trying to work out if we would be successful. We'd look pretty stupid setting a £500 target and falling to reach it.
We needn't have worried. We funded in 15 minutes. Within 48 hours we'd blasted through all the Stretch Goals most of which we considered a real stretch.
As I wrote this post last night we were almost 1,400% funded and inches away from a sixth Stretch Goal that we had hastily added on later, and still not even halfway through the short campaign:
We did several things that are strong advised against on this campaign: no video, no additional reviewers, no advertising, so it could have easily fallen flat. But it hasn't and we're delighted, surprised and delighted.
Considering how well it's doing, we have now started doing some Facebook advertising as well, and that's been surprisingly successful too.
Wonders never cease!










