How To Create Your Own Card Game | Kickstarter or Gamefound?
Summary
TLDRIn this video, the host explores the decision-making process for launching a board game, focusing on the pros and cons of Kickstarter versus other platforms like Gamefound. They discuss the challenges faced by indie game designers competing with big publishers and highlight strategies for success, including starting small and keeping costs low. The host also interviews Ben Danson, who shares insights from his successful Kickstarter campaigns for his game Micro Dojo, emphasizing the importance of low production costs and effective marketing.
Takeaways
- 🚀 The video discusses the decision-making process for launching a game, specifically weighing the pros and cons of using Kickstarter as a platform.
- 🎲 Kickstarter is a popular platform for game designers to launch their products without the need for upfront costs, but it's not always the best fit for everyone.
- 📈 The speaker received valuable feedback from various individuals on a Facebook forum, highlighting the importance of community input in decision-making.
- 🤔 The video raises the question of whether Kickstarter is the right choice for an indie game developer, considering the competition from large publishers with bigger budgets.
- 🆕 An alternative platform, Gamefound, is mentioned as a newer option specifically designed for game designers, which may be more suitable for certain projects.
- 💡 Ben Danson, a successful game designer and publisher, shares his insights on Kickstarter campaigns, emphasizing the strategy of starting with a small, low-cost game.
- 💰 Ben Danson's approach to keeping costs low by setting a £5 price point for his game, making it an easy decision for potential backers.
- 📦 The importance of considering shipping costs and production simplicity is highlighted, as these factors can significantly affect the feasibility of a Kickstarter campaign.
- 🔑 Ben Danson details the process of his successful Kickstarter campaigns, including the challenges of doing much of the work himself without external partners.
- 📈 The video discusses the exponential effect of each backer on a Kickstarter campaign, as they can lead to more backers through social proof and platform algorithms.
- 🛍️ The option of using Gamefound or other methods like Game Crafter is presented, each with their own advantages and disadvantages in terms of cost, production, and marketing.
- 🔍 The video concludes by encouraging viewers to consider both short-term and long-term strategies, as well as the value of directing internet traffic to their own website versus a platform like Kickstarter.
Q & A
What is the main topic discussed in the video script?
-The main topic discussed in the video script is the decision-making process for launching a game, specifically whether or not to use Kickstarter as a platform for crowdfunding.
What are some of the benefits of using Kickstarter for launching a game?
-Some benefits of using Kickstarter for launching a game include the ability to realize a product without upfront costs, the platform's large user base, and the opportunity to gain support from backers for the project.
What challenges might a small game developer face when using Kickstarter?
-Small game developers might face challenges such as competition from large publishers with bigger budgets, difficulties in gaining exposure and reach without substantial marketing funds, and the risk of not meeting funding goals despite having a great game.
What is Gamefound and how does it differ from Kickstarter?
-Gamefound is another crowdfunding platform designed specifically for game designers. Unlike Kickstarter, which has expanded to include a wide variety of projects, Gamefound focuses solely on games, potentially offering a more targeted audience.
Who is Ben Danson and what is his experience with Kickstarter?
-Ben Danson is a game designer and publisher from Prometheus Game Labs. He has successfully run two Kickstarter campaigns for his game Micro Dojo and its expansion, selling tens of thousands of copies and licensing his game to other distributors.
What advice did Ben Danson receive from a fellow game designer about starting with a small game?
-Ben Danson was advised to start with a small game to minimize the financial risk and to learn the entire process of creating and launching a game. This advice came from his friend Dan, the creator of the game Lander.
What was Ben Danson's strategy for pricing his initial game on Kickstarter?
-Ben Danson priced his initial game at a round number of five pounds, aiming to make it a no-brainer purchase for people, comparing it to the price of a cup of coffee and ensuring it was affordable even if the game turned out to be less successful than expected.
How did Ben Danson approach the manufacturing and budgeting of his game?
-Ben Danson approached manufacturing by keeping costs low, opting for a punch board and a rule book, and printing locally. He also planned to print more copies if the campaign was successful, which would reduce the cost per unit.
What was Ben Danson's experience with marketing and advertising during his Kickstarter campaigns?
-Ben Danson found that organic traffic from Kickstarter was effective in bringing in backers, and while he did run ads, they did not significantly impact the number of backers. He also utilized the strategy of sending review copies to multiple reviewers for free, which generated buzz and chatter about his game.
What are some considerations for using Kickstarter or other platforms for a game launch?
-Considerations include the platform fees, the cost of production and postage, the potential for a large print run to reduce unit costs, the quality of the final product, and the long-term versus short-term goals of the campaign.
What is the potential impact of directing traffic to Kickstarter versus directing it to one's own website?
-Directing traffic to Kickstarter can support the platform's search engine optimization and authority, potentially ranking it higher in search results. However, directing traffic to one's own website can build the site's authority and may be beneficial for long-term brand building.
Outlines
🤔 Deciding on a Game Launch Platform
The speaker begins by contemplating whether to launch a game on Kickstarter or not, acknowledging it as a popular yet not always successful option. They express gratitude to the community for their feedback on the board game design forum and highlight the importance of considering various options for launching a game, such as Kickstarter's benefits and drawbacks, especially when competing with large publishers with substantial marketing budgets. The introduction of Gamefound as an alternative platform is mentioned, which is designed specifically for games and may offer a more level playing field for independent creators.
📦 Starting Small with a Successful Kickstarter Strategy
Ben Danson from Prometheus Game Labs shares his experience with Kickstarter, having successfully launched two campaigns for the game Micro Dojo and its expansion. He discusses the strategy of starting with a small, low-cost game that fits in an envelope and is easy to ship, which can be a marketing tool to build an audience for future projects. Ben emphasizes the importance of setting a low price point to attract initial backers and the challenges of managing all aspects of the campaign without external partners, which also provided a learning opportunity.
🛠 Navigating Game Development and Budget Constraints
The conversation delves into the challenges of developing a game with a limited budget, such as not investing heavily in upfront costs for marketing or fulfillment partners. Ben details his process of designing the game to fit within specific size and weight constraints for low-cost shipping and the decision-making process for setting budgets, which involved starting with a target price point and working backwards to hit that goal.
🎯 Marketing and Kickstarter's Role in Audience Building
Ben explains the importance of marketing in a Kickstarter campaign, discussing his strategy of building an email list and leveraging Kickstarter's audience to bring in additional backers. He mentions the minimal use of paid advertising during his campaigns, instead relying on the platform's organic reach and the exponential effect of each backer. Ben also touches on the value of sending review copies to influencers for non-paid reviews as a cost-effective way to generate buzz around the game.
🚀 Considering Various Launch Platforms and Strategies
The speaker explores different platforms for launching a game, including Kickstarter, Gamefound, and Game Crafter, weighing the pros and cons of each. They also consider a self-launch strategy using a business model similar to previous successful ventures. The discussion includes the financial implications of platform fees, the value of internet traffic directed to different websites, and the trade-offs between short-term and long-term campaign strategies. The speaker invites feedback from the audience to gain further insights into the best approach for their game launch.
Mindmap
Keywords
💡Kickstarter
💡Game Found
💡Crowdfunding
💡Micro Dojo
💡Board Game Design
💡Marketing Strategies
💡Influencer Marketing
💡Manufacturing Costs
💡Fulfillment
💡Game Crafter
💡SEO (Search Engine Optimization)
Highlights
The video discusses the decision-making process for launching a game, focusing on whether to use Kickstarter or other platforms.
Kickstarter is highlighted as a popular platform for game designers to launch their products without upfront costs.
The presenter mentions the challenges faced by independent game developers competing with big publishers on Kickstarter.
Gamefound is introduced as an alternative platform specifically for game designers, unlike Kickstarter's broader focus.
Ben Danson shares his experience with Kickstarter campaigns, having successfully launched Micro Dojo and its expansion.
Danson's strategy of starting with a small, low-cost game to build an audience is discussed as a smart approach.
The importance of keeping production and postage costs low to remain competitive is emphasized.
Danson explains his decision-making process for setting budgets and pricing strategies for his game.
The presenter explores the challenges of marketing and advertising on Kickstarter, including the platform's fees.
The value of organic traffic and its impact on search engine optimization is discussed in relation to Kickstarter.
Danson shares his experience with influencer marketing, opting for sending review copies to multiple reviewers.
Game Crafter is mentioned as another option for game production with no upfront costs but higher unit costs.
The presenter considers a self-funding model similar to previous business experiences, gradually scaling up production.
The fees associated with Kickstarter and their impact on indie game developers are examined.
The presenter asks viewers to share their thoughts and experiences with Kickstarter or other platforms in the comments.
Transcripts
so today i'm faced with a massive
decision kickstarter or not what are the
available options when launching a game
and how do we know which is right for
hours and that's what this video is
about so in this video i'm going to be
talking about a number of different
options that are available when
launching a game kickstarter is
obviously the the most obvious option
that people go to it's one of the
biggest names and there's a lot of
benefits to it but it doesn't always
work out for everyone i posted a comment
on the board game design forum on
facebook and got a ton of comments
so before we get into it i just want to
thank everyone that's commented so james
baldwin mark mckinnon
uh that was a great conversation
actually mark thanks for that one that
was a good back and forth ross thompson
as well gave some great feedback uh
joshua madsen
matt wilson ben downton in fact ben's in
this video we've managed to get him to
interview him he's had a few successful
kickstarter campaigns so yeah massive
thanks to ben for that
james oiney richard cave stephen lockyer
nick sims lawrence
coulson jessica meatheringham
sam dean there's just so many people
that have commented um i could just keep
going there's more and more but thanks
to everyone that's commented uh on that
so as we go through this video i want to
respond to some of these comments and
include these in this video because they
were so so helpful in putting together
this consideration that for whether or
not kickstarter is right for my game
project
so without further ado let's get stuck
straight in and unpack this is
kickstarter right for your game my game
our game everyone's game being in
business for a long amount of time i can
transfer a lot of those business skills
into launching my product and it gives
me a good understanding of how to launch
your product in a general way so
kickstarter is touted as one of the
platforms where game designers can
launch their product and realize their
product without the upfront costs that
it would take um and that don't have the
power and the might of these big
big publishing companies that have a lot
of money behind them that can do these
huge campaigns and so kickstarter
initially was designed for that reason
so people could put their ideas online
and you could find backers and people
that supported your project
to fund that and you could get your
products and prototypes made sent them
out and and give final copies to people
as rewards for those pledges
but that's changed quite a lot over the
years and we've heard stories of people
that haven't funded very well despite
having a really great game
you're also coming up against massive
publishers that are using the platform
themselves now to launch their own games
that have huge budgets and huge campaign
uh budgets to promote their games and we
can often see these campaigns that have
done so incredibly well with you know
bringing in hundreds of thousands and
sometimes millions of pounds or dollars
um for their game and we can look at
that as an independent developer or
anything that's what i want to do that
that's how i'm going to get my game out
there but the the reality is we don't
have the funds and the budget to drum up
such massive reach and exposure for our
game in terms of advertising and
marketing strategies and things like
this
so we really have to ask the question is
kickstarter right for us today or are
there are there other options now
there's another platform called game
found that i've recently come across it
doesn't seem to have quite so many big
publishers on it it's a relatively new
platform designed specifically for game
designers to realize their products in
the same way that kickstarter was
initially designed for now obviously
kickstarter's all across the board and
you've got lots of different types of
products whether it's a video
company looking to fund their
documentary series or an art project or
um or games or whatever it might be
maybe a musician trying to fund their
first album whereas game found is
specifically finally home to be
specifically about games so there's
another option that we can go to so
obviously i haven't launched my game yet
so i can't personally speak from the
perspective of a successful launch
however today i've got with me ben
downton he is the designer and publisher
of micro dojo a game that i've
previously reviewed on this channel and
he has sold tens of thousands of copies
had successful campaigns on kickstarter
and has licensed and
sold his game to other distributors and
just done incredibly well he's managed
to avoid some of the pitfalls that so
many people face so i've managed to ask
him how did you do it what did you do so
we're going to go through some of those
as well to help us better understand if
kickstarter is the right platform for us
so ben uh let's introduce you uh who are
you and what do you do yeah um so i'm
ben danson from prometheus game labs
i've had two kickstarter campaigns uh
both funded um the first one being micro
dojo which was the game that fits in an
envelope and shipped out sort of
internationally very cheaply
and then the second was the expansion
for that which also included a
deluxified version of the original game
so nice boxed edition wooden meatballs
plus the expansion content
i'm currently gearing up for third
kickstarter launching early next year
which is microbots which is actually a
game i've signed from another designer
from simon beale so i'll be coming early
next year so ben your game you've made a
much smaller version uh for your initial
prod project and then expanded on that
and made a more uh
deluxe version i think that the term you
used tell us a bit about that how did
you get to that decision no i i started
with that in mind actually um i think
the first game i started working on was
for like a couple of months and it
wasn't going in the direction i really
wanted it to and i had a chat with a
friend dan who created the game lander
um i met him a few years ago and
it was the first time i'd met a game
designer and he was really sort of on
top of everything i was quite impressed
so i had a long chat with him about
saying you know what what's it like to
kind of create and launch a game
and he said look the best advice he gave
was to start with something small
um because you know you can spend years
sort of developing a game and then not
have any success on kickstarter and you
know you put a ton of money into it and
and i like that idea as well of sort of
starting and creating something quite
small um i actually had a game
from 2014 called province which was a
big inspiration for this i don't
remember if it came in an envelope i
think it may have done but basically a
friend gave it to me um it was like five
dollars on kickstarter back in 2014.
friend gave it to me as a gift i was
back visiting him we were on our way to
go to a wedding and uh he said oh hey
i've got this game and it fit in like a
little plastic baggie it was a little
worker placement game we played it on
the train and then i put it in my jacket
pocket and basically forgot about it and
it was just brilliant to be able to play
this little
sort of full-fledged game
um one of the complaints i had about it
was that once you've played it four or
five times it's kind of the same game
every time uh which i mean for five
dollars you know if you've played it
once it's not a bad deal i've got games
i've certainly um had less less value of
per play but um
so i started with the idea of producing
something sort of fitted envelope um
then i looked at
planning to ship from the uk i looked at
royal mail's sizing guidelines and i
found like a c5 envelope was sort of the
biggest thing you can send as a letter
and up to 100 grams so i thought okay
great i'll
fit my punch board inside a c5 envelope
and then once i knew that was what i had
to work with everything else kind of
went from there like i knew it was going
to be envelope sized and
you know underneath that weight and then
yeah i just designed the components for
the game to fit in that so i started
with that end goal in mind
so obviously when producing a game
budgets play a massive role can you tell
us a little bit about the budgets that
you set and and how you sort of made
those decisions
uh i kind of started with the price in
mind actually and then worked to hit
that so i wanted to have a nice round
number of five pounds i felt
um
you know 10
uh is a little bit not exactly a tough
sell in the world of board games but
still five is sort of so cheap it's um
at least out here where i live in dubai
it's about the price of a cup of coffee
right so
i wanted it to be a
a no-brainer for people to pick up
because i hadn't had any successful
kickstarters before
um i wanted to make it basically easy
enough for people to pick up like the
whole plan was sort of
to have people go okay what's this game
you know never heard of it it looks kind
of cute okay it's five pounds plus you
know two pound shipping sort of
internationally or a pound in the uk so
you know what if i got to lose even if
it you know my thought process was as a
as a customer even even if it never
arrives or it turns out to not be a good
game or even if you play it once or
twice and go yeah it's all right then
you know you've still had good value
from it so i wanted to make it really
easy for people to kind of pick it up
and then the plan was for
um to sort of use that audience who
hopefully liked the first game to then
um sort of build on that and build
bigger games and
basically build an audience through that
so you could almost think of the first
game as a more of a marketing tool than
a game although
i think it is a really good game as well
so going through this process what was
the biggest hurdle that you faced in
developing your game because it's a low
cost game um it means there's a lot of
things that you just can't really afford
to spend a lot of money on upfront um
and that was kind of the plan right
which was not to invest too much to kind
of um
for one to try and keep the cost down as
low as possible so you know i didn't
invest a lot of money in uh you know a
marketing partner i didn't have a
fulfillment partner it was me and the
family stuffing envelopes um you know
for everything like sort of accounting
and stuff i had to figure that out
myself so
um for one it was
not spending money on on partners that
would help out
it was also sort of deliberate because
it was a good way to learn the entire
process like see
what parts i'm good at what parts i'm
not so good at what parts i enjoy what
parts i don't
so
it was still definitely a challenge
there's a lot of things that can be done
easier and quicker with having someone
experience do it than you know you
learning it yourself for the first time
um
i think that was probably the the main
challenge actually um most of the stuff
it just took a lot of time like i would
say developing the game
to the point where it was ready to
commission the artwork was about six
weeks um probably went to about 20 or 30
play tests at that point and had about
sort of 80 to 100 but by the time it
launched
um but if you think of six weeks of sort
of the design and i suppose some of the
development time and then it was about
eight months to launch the kickstarter
so that was definitely the majority of
the work
so when it came to manufacturing and
setting budgets and how you're going to
logistically put this together in view
of kickstarter and the demands of
kickstarter what did that look like
uh i mean it's still super cheap to
produce because it's it's basically just
a punch board
punch board and a rule book i did also
add in a sheet of cards for the solo
mode that was sort of added in during
the campaign originally it was a print
and play and because the campaign was
successful enough i was able to kind of
get those printed
but still the
the manufacturing costs are very low uh
i got them done locally at a print house
here um i printed 500 actually before
the campaign thinking
you know i wanted to be able to fulfill
straight away because the game was was
basically finished i thought if there's
more than 500 i'll do like a second wave
but you know i was i was thinking i'd be
pretty happy if it got more than 500
backers which i mean absolutely smashed
it which was a nice surprise
uh
but yeah sort of printing locally and
sort of having those
500 copies it was still fairly cheap i
think the cost
at 500 was about like just over a pound
per copy
um so still because it's relatively
simple to do
um
you know most most print houses are
fairly comfortable with sort of doing um
you know punch board and die cutting
it's when you start adding all the other
components like you know wooden
components a box and all of these other
things it gets a little bit more complex
and a little bit more expensive
but paper components you know cards
rulebooks things like that are
fairly cheap to produce
so when launching a kickstarter campaign
we've got to send traffic to kickstarter
right otherwise you know our game's not
going to get found so what did your
marketing and advertising campaign look
like i know we've we've talked a little
bit before about sort of the you know
the five percent fees that they take but
i would say
going into the first campaign i had
about 500 people sort of on the email
list so that's that's 500 people i
suppose almost maximum you know that i
can tell hey this game's launching um
and the first campaign ended up with
around 2000 backers and i didn't really
run any ads over over that time um
i i ran a few ads during the campaign
but they didn't really sort of move the
needle that much maybe they got you know
sort of 10 or 20 extra backers so that
means kickstarter brought in around i'd
say at least 1500 possibly
more packers and you know each one of
those backers is
not just one extra sale it's one person
that makes the project look more popular
makes it look funded it's also one more
person that then kickstarter sends an
email to their friends saying hey your
friend just backed this so like one
backer actually can have quite an
exponential effect
uh so i would definitely do kickstarter
again um the second campaign
uh had around a thousand backers for the
second campaign i think around
based on my guess on the pledges around
four or five hundred were sort of
returning backers and about half were
new
i did run ads for that campaign
but
based on the adverts i've been running
sort of post campaign to pick up late
pledges and things i don't think the ads
really return all that much like at best
i think i've broken even or maybe lost a
little bit of money
just because it's such a low-cost game
it's much harder to use as to bring in
backers so again i think kickstarter has
probably brought in
um around half of the backers um for
that
that recent campaign so definitely i
would use kickstarter um even the sort
of the five percent is is quite a small
amount compared to
um
sort of the
the amount that they bring in in terms
of money raised and not just money
raised for
uh you know extra funds but also that
means if if instead of printing 500
copies i'm printing a thousand then that
reduces the cost per unit so actually it
makes those 500 backers that i already
bought cheaper to provide their game as
well if you think about sort of
segmenting it so yeah i would i would
definitely use kickstarter again
so aside from paid advertising and
marketing on that side of things have
you tried the influencer route and sent
out review copies and and how was that
i've engaged with influencers in the
sense influencers in the sense that i've
sort of sent review copies out um to
people the approach i took with the
original game and and in fact with
loyalty deceit was uh
to send it out basically to have more
copies produced and send those out to um
reviewers that will sort of
basically non-paid reviews um
one reason is
sort of because with paid reviews i
think you're sort of always expecting to
get a positive review if it's a
pay-per-view so i'm not sure they're
quite as independent um but
realistically the main reason that i did
it was it's much cheaper to send
you know copies of a game that's cheap
to produce out to sort of 20 different
reviewers and have lots of different
opinions and lots of chatter about it
than it is to send one copy to a big
reviewer and pay to have the review done
so for a low budget or low cost game i
think it made sense to sort of send it
to lots of different people
um and then of those reviewers that i
worked with that you know had a good
relationship with from the first game i
then reached out to them for the
expansion to kind of um do another
review um and it's it's basically you
know for the cost of sending a prototype
which the prototype costs and shipping
are quite expensive relative to the
actual game
and and then you know i like to send
them a nice proper copy when the the
final print runs done but still the cost
of that is much much lower than um
than sending it for a paid paid reviewer
so it's been really great chatting with
ben and getting a chance to ask him
about how he managed to get around the
competition of big companies with big
budgets with his own kickstarter
campaign and not having those budgets
himself one of the key aspects to this
was the fact that his cost of product to
sell it to the customer was so low at
just five pounds
this is very different from most of the
other
examples we see on kickstarter of these
big companies that have these big
budgets so that managed to get around
that issue the second thing that he does
is the fact that it's so small and the
postage cost is so low this also keeps
the cost down so he's able to get around
that as well this is a great approach
and something that we can all consider
when approaching our own game now if i
look at my own game
influencer
at the moment the box is this size so
that's going to cost me quite a lot to
post it
also the cost of the producing this
particular box has its own cost as well
however if i'm to put it into a
postage
envelope like this i could get it
through the door very easily
and it's not going to cost as much to
produce it so the question is do i take
that approach perhaps i could make
another version that i could sell
at just the card level print off a rule
sheet and just put it in an envelope to
keep costs down keep postage down and
that might be an avenue so that's what
i'm considering so that option i can use
for either kickstarter or game found the
other two options we've got is game
crafter now with game crafter you
essentially upload all your artwork and
you don't have to print anything so when
the customer comes to the website they
see the product they can buy it and the
game crafter company will print
that one single copy for that one single
customer there's no upfront cost and you
make whatever percentage each item sells
so there's no upfront cost whatev
whatsoever there's no campaign to be
held
none of that the trouble is the cost to
produce it is quite high a single unit
it's lower than
say some other companies if we were to
go and get a low print run um but then
there's no real margin to grow and build
if you get a you know a large print run
so that's another option is game crafter
the quality however of game craft
crafter compared to a big manufacturing
company isn't quite so high because
they're single units a lot of them are
made by hand and they just don't
look as nice or feel as nice and for the
cost that the consumer is going to pay
for it
that comes into question whether that's
the avenue to take or not for me i'm not
sure that's the avenue that i would take
the final option which i'm sort of on
the fence of between kickstarter or game
found
and this other avenue is with my
previous businesses i have created a
product so i've bought
10 12 copies of that particular unit
sold those 12 and then i bought 24 with
the price of the product and the profit
that's made and then i bought 48 and
then i've bought and i've ended up
selling 200 units a month of that
particular uh product so to transfer
that business model over there's no
reason why i couldn't do this with the
game as well so another thing to
consider are the fees that kickstarter
charge so five percent for using their
platform plus another three to five
percent uh for their processing fees so
that's ten percent of whatever you're
selling now typically speaking if you
hit fifty thousand pounds or fifty
thousand dollars
in your sales which uh would i imagine
would take quite a big campaign uh to do
that and not everyone can reach those
figures but if that was the case um then
the fees would be around 2 500 pounds
now you can't
in the grand scheme of things they've
suggested that's not a lot but for
someone that's an indie designer like me
that doesn't have that sort of a budget
to do those marketing campaigns that's
quite a lot so you've really got to
weigh up uh what position you're in if
you've got those budgets to give to
those sorts of campaigns or not
and what your product is what your sales
cost allows for so there's so many
factors to consider so ask yourself if
that
eight to ten percent is worth
sacrificing for the sake of using that
platform and the value that you get back
the final aspect that i want to add into
this is the
value of the
internet traffic that you would send to
a particular website now with a
kickstarter campaign you're obviously
sending all your family and friends and
followers and pledges and backers all to
that kickstarter page and the value of
all that internet traffic going to that
page supports the google search engines
and gives that
website an amount of authority when it
comes to the search engine optimization
so when google for example if someone
searches
influence a card game in google if i've
sent all my traffic to kickstarter it
will rank kickstarter higher than my own
website had i sent all the traffic to my
own website so there's a value in where
we point people in in the links that we
share
the backlinks that are pointing to those
particular websites so that's another
thing to factor in is do i want to
suspend myself on sending all that
internet traffic to their website or is
there more value to me in sending it to
my own website for you know thinking
further down the line
one of the big aspects to this is the
short term versus long-term campaign so
if it's a short-term campaign i'm hoping
to get as most the most sales as quickly
as possible in the short amount of time
and then following that whatever it
makes then that may work
if i'm more looking at a long-term
approach and printing you know
and selling
on a gradual uh gradual scale then that
may not work so again these are aspects
that we need to question and ask and
consider so let me know in the comments
what you think if i've overlooked any
aspects if there's things that need to
be considered
um what it work how it works for your
game what your experiences with
kickstarter or what platform you're
using help me understand so when i
release this game hopefully i can do it
and make it as available to as many
people as possible thanks for tuning in
and see you next time cheers
関連動画をさらに表示
How to take your DIY Electronics Project for Crowd Funding?
To Back Or Not To Back - Veiled Fate, Armello, Wroth & More!!!
10 Steps To Making a Successful Game
representation is 100% necessary in indie games.
DF Retro Direct: Chris Huelsbeck Interview - Star Wars, Factor 5, Turrican and more!
The Best Dark Dimension 7 Characters Have Changed!!! | Reworks And New Teams Take The Spotlight!
5.0 / 5 (0 votes)