My advice to OtherSide Entertainment:
http://www.othersideentertainment.com/forum/index.php?topic=114.0
1) It's evident now that the audience of interested backers just isn't that huge. With that in mind, it may have been wise to set a slightly higher minimum tier for getting the game. Like, a $25 or $30 Early Bird tier. Shroud of the Avatar had relatively pricey minimum tiers and that worked for them. More money from less people.
2) Putting an exclusive in-game item in every single tier was a mistake. In other successful Kickstarter campaigns that I've participated in, the minimum tier for getting the game typically has no exclusives. Instead, an exclusive in-game item is placed at the tier one or two places above it (which is typically around $50 or $60). This entices people to upgrade from the minimum tier to that one. By placing exclusives at every tier, you've cheapened them to the degree that people will just ignore them. Copper Ring, Silver Ring, Gold Ring, who cares?
It would have been wise to show the fans a preview of these tiers before launching the Kickstarter. inXile did that with the Torment Kickstarter back in 2013 and they received a lot of valuable feedback.
Here is some feedback I gave on their forums some time ago.
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Re: Underworld Reboot Startup
« Reply #25 on: July 02, 2014, 02:50:22 PM »
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Here are some suggestions
First I would say be careful not to rehash too much - remaking bullfrog, rehashing Liz language - don't get me wrong those were both awesome but be cognizant of 'Police Academy sequel" syndrome.
A sense of wonder requires not knowing what is coming and needing to learn about the world... the mechanics, the systems - as you play. Languages, spells, factions...
Sandbox and simulation are important parts of the UW experience.
Utilitarian Crafting - I don't mean 6,000 types of sword to make, I mean crafting items that help you survive from whatever you find - necessity is important.
Quest solutions spring from use of game mechanics and interacting with the game world. Allow the player to discover what works by trying and learning, not by having an NPC or item tell them what to do or do it for them
Please no quest marker or at least the option to turn it off.
See if George Sanger can be recruited for music.
Paper Doll please
Manual (like UW) Inventory - make it look like you are looking into a pack - no grid or heavy UI inventory devices
Beautiful hand drawn 2D interface over 3d viewport
Bring back that wonderful automap - it was perfect
Item scarcity is important - please no sea of urns, vases and crates all over the place. One wonderful thing about the UW levels was that every placed item was worth checking out because there weren't 3,000 just like it all over the place
Item scarcity stems from and is supported by the oppressive atmosphere - the reality that you must scavenge to survive and that anything you find could be useful
Skill training through shrines, NPCs for major gains, through use for minor gains
Hunger, starvation, effects from foods
Alchemy
Bartering as best form of commerce or acquiring items you do not find yourself
Play & take what you can from Arx Fatalis
Force first person only view
Innovate heavily for first person combat mechanics