Amy Dentata has posted her postmortem (a kind of “here’s what worked and what didn’t”) for the full development cycle for her game Trigger. It’s a quick read, and the stuff that went well are all things I can get behind as someone who has also kickstarted some games in the past.
If you’re someone who is looking to make a kickstart a game, you’d do well to read the post and think about both what she has to say about pre-production and the mental and physical toll of development itself.
You can buy Trigger here.