We've had some homegrown Kickstarter (KS) campaigns here at Scirra, most recently/notably Andrew aka @NotionGames and his team's deservedly well-funded Super Ubi Land.
While we're a smallish community, there's a lot of talent represented, and KS is currently one of the best ways for indie game developers to circumvent the old guard of venture capital and big-label publishers.
Even though KS currently only accepts projects from U.S. and U.K creators, there's nothing standing in the way of a multinational team designating a U.S. or U.K. team member as the campaign lead and pulling off a completely successful (and legal!) project.
With all that said, it seemed about time to consolidate our lessons learned and best practices, and so I've spent the last month or two researching the elements which go into planning, running, and fulfilling successful KS campaigns. With any luck, sometime Sunday evening (Eastern Standard Time) I'll post what may be the first of several tutorial articles laying out the principles I've learned from others or identified on my own and through participating in successful campaigns and observing certain failures.
This tutorial will discuss five practices and considerations which seem to be either absent from the more common discussions of KS success/failure or are under-emphasized, much to the detriment of many a project. For example, while I know for a fact that some KS backers and a few project creators have dealt with this issue, the blogs, Gamasutra post-mortems, and even academic research papers aren't talking about how to advertise your game in established communities without creating a backlash from loyalists bristling at your commercial invasion.
If it turns out that there's a significant degree of interest, I can develop a whole series of tutorials covering one or another aspect of KS management and guiding principles.
If you have any thoughts, suggestions, or questions, go ahead and post! I'll also keep this space updated.