There's a 5% fee for using the service, a 3-5% fee for processing payments and since rewards for various pledge levels are not optional they often end up being physical goods that have to be shipped and that adds cost of the goods, the time it takes to create the goods and the cost of shipping the goods to the total amount of money that has to be raised for the project.
Due to several high-profile successes, Kickstarter is known for funding games. This has created a public perception of legitimacy for Kickstarter projects, which other crowdfunding options may lack.
Even if it answers it gives you standard answers. In addition there's a bug and when you open your ticket you can't access the ticket and communicate with the support further.
Patreon is one of the newest crowdfunding sites, and its unique model makes comparison to other sites difficult. As of August 2014, no high-profile developers have chosen Patreon for funding.
Campaigns are ongoing and funded based on observable work, so the potential patron doesn't have to worry about the project dying after payments are collected.
Without the advance payment of a large lump sum of donations, creators are free from the associated commitment to the specific goals those donations were based on. This also reduces the need for exhaustive time and budget estimates, which can be daunting for new and inexperienced developers.
Patreon's structure and culture assume free distribution of the creators' output. Collecting secondary revenue (e.g. unit sales, in-game ads) is not strictly prohibited, but may be seen as a violation of trust if not handled carefully.
A successful crowdfunding campaign requires social marketing and community management. Gaining an investor requires convincing just one person that your project is worth it.
The prospect of losing something is often a stronger motivator than the prospect of gaining something. When nobody will lose anything concrete if development stalls, it can be harder to maintain focus.
Since nobody is giving you money for development, you owe nothing to anyone. Since you have income independent of the game, your personal security does not hinge on its success.
Since your income is decoupled from the game, the game has to come second. Depending on your other obligations this could result in very little time allotted to development.
You may start the day very motivated to work on your project, but then after coming home from the day job the motivation is gone due to tiredness, or other daily priorities taking precedence thus leaving you without much time to get the will power to work again. Rinse and repeat each day.
Early access depends on consumer interest, and few consumers will be interested in an unplayable pre-alpha build. Another option must be used for early development.