Anyone who clicks on our profile should instantly understand that it's for some sort of "space" game. You should cater your page for the specific platform. It's not how people become exposed to your game.Ĭreate social media accounts on Twitter, Tumbler, Facebook, Google+, Reddit, and wherever else you think is relevant.īy the way. It's a repository of information about your game that players can go to AFTER they learn about your game. Think of IndieDB as having your own website. The average player does NOT spend their free time looking through random indie games. You may have the best IndieDB page in the world, but do you know who uses IndieDB? Other developers. You have to go where your potential players actually are. This is actually really obvious, but you'd be surprised at how many developers don't do this. Ok, that said, here are some things that we try to do for exposure:ģ.) Consistently post content that people actually want to see Go to the Players If you can gain 100 twitter followers a month, great. Don't expect anyone to care about your game just because you put some sort of effort into actually creating it. Simply having a fun game, or a unique concept is worthless. There are so many games being released every single day. Your primary goal (at all times) should be to gain as much exposure as possible. I think that "exposure" is the better term. Marketing sounds like something that a fancy pants company does. I don't really like the term "marketing". If no one knows about your game, how can they buy it? I'll just share some of the principles that we used in our campaign. I've done no "research" and I don't have any data to back up what I'm saying. I don't feel too comfortable with using other people's content. I'll primarily be using images from our own Kickstarter.
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