There are few things come to mind: 1. Is it necessary to setup a company and accounting procedures before you even make your first sale? 2. I think this is a great game, however the failure to launch is rooted on marketing: not enough marketing research, tweeting and emailing publishers are not enough. Who is your ideal customer? Where do they spend their time at? What features distinguish you from other competitors?…
“I thought I could ship at least 700 units to stay in business”
11–20 of 346 posts
Re: “I thought I could ship at least 700 units to stay in business”
#12There are few things come to mind: 1. Is it necessary to setup a company and accounting procedures before you even make your first sale? 2. I think this is a great game, however the failure to launch is rooted on marketing: not enough marketing research, tweeting and emailing publishers are not enough. Who is your ideal customer? Where do they spend their time at? What features distinguish you from other competitors?…
Btw, any books/courses you recommend on digital marketing specially related to blogging?
Re: “I thought I could ship at least 700 units to stay in business”
#13I feel like relying on a big splash release is an intuitive, obvious, and wrong approach. It's like a kind of waterfall methodology, where we should be doing iterative: Release something early to a limited audience, gauge reactions, fix the obvious mistakes and implement the feedback from players. Then keep doing that. If you can't even get a small audience (like a small gamer forum) to play, then you're already in t…
Re: “I thought I could ship at least 700 units to stay in business”
#14There are some strong positives here - you shipped a game! That alone is awesome. You built up a community. You were prepared to take a chance. All great things.
The harsh reality is the casual games market is brutal from a business perspective - that's not your fault.
Better luck next time!
Re: “I thought I could ship at least 700 units to stay in business”
#15There are few things come to mind: 1. Is it necessary to setup a company and accounting procedures before you even make your first sale? 2. I think this is a great game, however the failure to launch is rooted on marketing: not enough marketing research, tweeting and emailing publishers are not enough. Who is your ideal customer? Where do they spend their time at? What features distinguish you from other competitors?…
Even if it's too late for the game, which does seem unlikely for at least some kind of ROI, it doesn't seem too late for the author in any capacity. People go way further past the brink than the author has yet to and recovered just fine. Staring down the barrel of insolvency is like a right of passage for creative work. Some people are luckier than others for not even thinking of it that way ('stupid') or just crazy ('high risk tolerance'). Hell, plenty of people go multiple rounds. Don't let the fear stop you from making moves.
Re: “I thought I could ship at least 700 units to stay in business”
#16Yeah, quitting the job with no savings is a mistake. The things he could have done better are mainly 1) Proof that people want to play this game. Post the gameplay video on /r/indiegaming, see what people say. I remember the early days of Minecraft, people went wild for it, even though it was very basic. 2) Marketing. Tweeting is not enough. Submitting to reviewers is not enough. On the positive side, he is fast and…
Re: “I thought I could ship at least 700 units to stay in business”
#17Shouldn't you pay to get your game reviewed? With all these paid posts in instagram i doubt someone big will want to review your game for free.
Re: “I thought I could ship at least 700 units to stay in business”
#18That's why you need a publisher in this saturated market. A love developer without any contacts won't get any reviews and probably won't every realize why people don't want to buy his product or review it.
How do you get a publisher?
Generally, this will be by pointing out "I was introduced to you by someone you trust, which is why you've read this far. I clearly have the capabilities required to ship a game which will sell a lot of copies. I have lined up a team which has done this before, professionally. We have produced some early artifacts which suggest that we're capable of executing on this in a more-or-less professional fashion. Give us a small amount of money now, plus more if we hit some milestones, in return for the lion's share of our profits from this venture."
The true answer for "How do you get a publisher given that you're an enthusiast who hasn't worked in a professional capacity in the gaming field before?" is "You don't, unless you already have a hit on your hands."
Re: “I thought I could ship at least 700 units to stay in business”
#19That's why you need a publisher in this saturated market. A love developer without any contacts won't get any reviews and probably won't every realize why people don't want to buy his product or review it.
Re: “I thought I could ship at least 700 units to stay in business”
#20Yeah, quitting the job with no savings is a mistake. The things he could have done better are mainly 1) Proof that people want to play this game. Post the gameplay video on /r/indiegaming, see what people say. I remember the early days of Minecraft, people went wild for it, even though it was very basic. 2) Marketing. Tweeting is not enough. Submitting to reviewers is not enough. On the positive side, he is fast and…
I think for small games like this, there's a lot to be said for building up a corral if releases. Once one makes a decent splash, you'll have a better audience for future releases, as well as people exploring your back catalog. It's a marathon, not a sprint.