Oh yeah--a couple of more KS things off the top of my head while I still remember them...
(Apologies for the wall of text. I'm trying to put this all together in a post before I forget.)
1. An existing fan base is good because of crowd psychology. At the start of your project, for most Kickstarters, if you don't get 30% funded in the first few days, you're in danger of not making your goal. (Funding is shaped like a huge U, with the most active days at the beginning and end of your campaign.) Only a handful of people think "Hey, this project isn't doing well and it needs more money! Let's give it some!" Many, many more people think, "Hey, everybody is backing this so it'll be successful! I'm going to back it too!" In numbers, by the time I actually hit Kickstarter, I had about 200 Tumblr followers, 70 or so Twitter followers, and about 200-400 hits on my blog everyday (with a peak when I hit Reddit, of about 20,000 hits or so in a short amount of time). Not astounding numbers by any means, but I knew I had at least a handful of people who said they'd back my project. Granted, I was still worried when I launched, thinking I had ruined my chances of funding by promising all my beta testers free copies of the game.
(What if they were all my backers?!? GAH!)
2. Your demo. I don't have an established name, except my current silly moniker. Nobody knows me, so I had to make my demo as engaging as heck...and hopefully succeeded. The pros of doing a VN is that you can still make a viable demo without having to build a complete engine (thank you Tom) or getting into real complex programming issues. Not everybody played the demo, but I got a lot of increased pledges from those who did (including the top tier reward.) If you have great art style and a popular concept, you may be able to get away without making a demo--but having a demo that makes people say "I need to finish this!" will get you a lot more pull. Note I spent a lot of hours and a chunk of change on the demo. I enlisted help!
3. From the get go, I was very interested in reaching people who don't normally play VNs. I felt the BL VN market was too tiny. I went for a choose-your-own-adventure game feel and purposely called my game a "gay dating sim", instead of "BB visual novel" as often as possible, so I'd get hits from google searches and people searching the Kickstarter database for anything with "gay" themes.
4. I am a big fan of Kickstarter over Indiegogo, because journalists will routinely check Kickstarter pages for things that interest them. As soon as I launched, I got a message from a journalist at Queerty wanting an interview. I have a feeling "boy love game" or "boy love visual novel" or "yaoi game" wouldn't have ever been picked up with the same amount of speed or interest. I went for the "use the most familiar words possible" tactic.
5. My biggest mistake is that I thought more of my audience would be women. It turned out about 85-90% of my backers are men (if I just go by names and aliases). I most likely would have tailored the bodies to be a bit different. By the time I had my Kickstarter up though, I felt I had invested too much in the story and looks of the characters to feel I could change them drastically.
6. I started freaking out when I met the initial goal in the first week. Crap, I had 2 months. What the heck was I gonna use as stretch goals?!?! That was by far the most stressful part of the campaign. It's nice to have your campaign so successful you're scrambling for stretch goals--but once you realize a lot of Kickstarter funding gets used up, and that for many projects--you are in danger of actually going into a lot of debt if you don't plan carefully...this is something that can be a really dangerous part of the campaign. There are a lot of nuances to setting reward tiers and budgeting--I'd highly recommend asking someone who has done a Kickstarter and shipped their product to look over your figures for you! Most Kickstarters are in for some type of financial surprise sooner or later--and not pleasant ones either.
7. I had an abnormally lengthy Kickstarter (2 months as opposed to 1). Not sure if that helped or harmed me, but I was worried about the holiday season being way too busy.
8. Kicktraq has some nice day to day figures about ongoing and past Kickstarters. Very useful if you're Kickstarting! Here's one for
Radio the Universe, a current Kickstarter that's been doing astoundingly well. The person put so much style into their presentation (check out not just the art style, but the way he words
his rewards), it's obvious why he's kicking so much ass. This was
Coming Out On Top's. It took me two months to get to this figure, remember. BTW, the bump the end is often partially caused by the "2-day-left reminder" Kickstarter sends to people sitting on the fence.
9. Be responsive and available to all questions and comments. This should go without saying!
10. Kickstarter takes about 8-10% in processing fees. For many campaigns, a lot of CC's will just not go through--I'm expecting about 2-3K of the total to disappear from rejected credit cards. There are also taxes, and also the cost of the rewards you'll be packaging and shipping. For the first time in my life, I'll be paying an accountant to do my taxes this year.
11. Is it worth it? If you're short on time, probably not. Marketing is a huge a time sink. If you have time, and you want to "prove your concept", meaning to see if there's a market for it, and if people will put their money where there mouth is, I can think of no better testing ground. I got a huge amount of publicity even though I wasn't featured on either the main Kickstarter front page or any large gaming sites. The indie sites and gay sites did articles about the game. There's also a bunch of buzz because what Kickstarter does is give backers a story, and something to root for...it does an amazing job of tapping into that psychology, especially if your campaign has some momentum. If after all that publicity, I didn't get funded, I think it still would have been worth doing--it's a sign if my game needed to be significantly changed to be a viable commercial and/or popular product.
12. I thought I was supposed to update my backers nearly every day. Boy, did I get told real quick that was unnecessary. XD
13. Don't put a bunch of stretch goals reaching to $1 million or you'll look delusional. Put them up in reasonable increments at the right time.
14. For most campaigns, some people will lower or cancel their pledges somewhere along the line, especially towards the end (and raise them too). I wish I had known this happens routinely...at one point I started freaking out and kept second guessing all my moves, until I realized this is just gonna happen regardless of what I do.
15. Time. I think you need a lot of it to do a Kickstarter. And if you have the kind of rewards I do (like a closed forum for development), you're gonna need even more. Being out of school and having a somewhat flexible job, I have time, but I cannot imagine someone maximizing funding for their campaign if they have a family and/or are in school. If so, be prepared to take a month doing little else.
16. Only 20% of Kickstarter projects are completed on time. Think about this when you decide on your project ship date!
17. Have a blast. You'll be on a roller coaster. It'll be one of the most interesting (and sleepless) periods of your life.