Here is an article that many provide some motivation of how to help fund your projects, especially when going through Kickstarter.
The key points:
- Set realistic expectations and avoid feature creep / promises.
- Have a game that is nearing to be finished
- Seek a low dollar value
- Provide the rewards for donors with in-game bonuses
While Kickstarter may be difficult for funds due to the saturation, it can also be seen as a marketing tool.
Enjoy
Link:
http://penny-arcade.com/report/editoria ... hing-right
Kickstarter: How FTL did it right
Kickstarter: How FTL did it right
Sign off,
Hamilton
Hamilton
- Jackolantern
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Re: Kickstarter: How FTL did it right
Very nice read! I had always wondered about what they seemed to be calling "stretch goals", which I took as the Kickstarter stand-by of "if we get X dollars over our asking amount we will add in Y to make a better product". That has always scared me a bit, especially in games where they are saying they will build 2 new cities, multiplayer mode, etc. All those things take tons of time, regardless of how much money you have, and all you are doing to reciprocate the enthusiasm and love from those who believed in your project is giving them a longer wait time to get a final product from their investment. I am glad to see they didn't go that way and instead used the money to simply do the work that they created the Kickstarter to accomplish in a more polished, professional way. Good for them! 
The indelible lord of tl;dr