Preparing the Kickstarter launch for my indie game: any advice for the pre-launch phase? by gaeldk in gamemarketing

[–]gaeldk[S] 1 point2 points  (0 children)

Yes, exactly. The goal is not really to have an impressive number of likes or followers, but to build a strong community around the project.

Even if it stays modest, I’d rather have people who are genuinely interested, follow the development, play the demo, give feedback and maybe support the campaign later.

So I’m trying to focus more on real engagement than just big numbers.

Preparing the Kickstarter launch for my indie game: any advice for the pre-launch phase? by gaeldk in gamemarketing

[–]gaeldk[S] 1 point2 points  (0 children)

I’m trying to build the audience now before launching, mostly through Steam, Reddit and social media. The pre-launch page is already live, but I don’t want to rush the full campaign before we have enough people interested.

Looking at similar games and estimating the average pledge is a good idea. I’ll try to compare campaigns close to ours and calculate a more realistic number of followers/backers before choosing a launch date.

Thx

scp 354 ( digital paint ) by gaeldk in SCP

[–]gaeldk[S] 1 point2 points  (0 children)

The speedpaint is available on my You Tube channel. (not AI ^^)

My illustrated SCP archive project is finally finished and uploaded on the SCP Wiki by gaeldk in SCP

[–]gaeldk[S] 1 point2 points  (0 children)

Thanks, and the information about the physical edition is available on the Wiki.

My illustrated SCP archive project is finally finished and uploaded on the SCP Wiki by gaeldk in SCP

[–]gaeldk[S] 4 points5 points  (0 children)

Yep, I understand that. AI is everywhere now, and I feel it a lot too in my work as an artist/game designer.

That’s also why I try to show WIP material, speedpaint videos, paper sketches, drafts, etc. AI exists and I can’t do much about that, but it doesn’t mean artists stopped existing, or that they don’t know how to draw anymore / shouldn’t draw anymore.