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TIGSource ForumsDeveloperBusinessI've started a GoFundMe campaign to help get my game on Steam! Any advice?
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Author Topic: I've started a GoFundMe campaign to help get my game on Steam! Any advice?  (Read 695 times)
Gnarslogge
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« on: February 08, 2015, 10:29:32 AM »

I'm only 15 years old, and I use Game Maker:Studio.  Already, it sounds like a recipe for failure.  But I'm very experienced with the software, and know what to avoid.  I feel as though my games are good enough for Steam.  I've never attempted a full-scale project like this before, and have only made small games; but I am ready and willing to devote my time and effort towards this game.  Now, onto the actual topic at hand.

I'm launching a GoFundMe campaign to pay for the Steam Greenlight License, as well as some different export modules so I can port the game on Mac.  I don't really know where to advertise it; I don't have many twitter followers, and nobody ever looks at my facebook posts.  I just don't know how to get my game out there.  I don't have enough money to pay for advertisements; otherwise, I wouldn't need the campaign anyway.

So, what should I do?  I've never done anything like this before.  I'm very new to the system.

Thanks in advance.


For those who are interested: www.gofundme.com/modify
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aro
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« Reply #1 on: February 08, 2015, 11:20:19 AM »

Your GoFundMe page says $200, but Steam Greenlight only costs $100.

The best way to get your games noticed is to simply talk about it every where you can. Post updates on Twitter and Facebook (even if you feel like no one is listening). Start a DevLog here on tigsource. Talk to your friends and family about it. Talk to people at school about it. Talk about it!
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BishopGames
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« Reply #2 on: February 09, 2015, 11:48:05 AM »

Hey there,

First of all, congrats of being so young and already making games. You should be proud of what you accomplished and I have no doubt you'll just keep improving as time goes on.

I understand your feeling of being ''ignored'', it can be really hard to get your game out there. As the poster above me said, keep posting on twitter/facebook despite what you may feel. Start a devlog on tigsource or on a website. Baby steps.

Also, what I think is quite underrated is the bond and friendship between indies. We at Bishop Games are friends with alot of other indie studios and we usually share each others' content, test it, etc.

We're still pretty unknown ourselves, just came back from PAX South, our first event outside our hometown, and we don't have much followers (170 on Twitter and 360 on Facebook) but we can try and help you out. We'll share your story on our social media this week, hopefully it gives you a boost.

Good luck!
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Co-founder at http://bishopgames.com/ and http://lightfallgame.com/
Currently working on our first title called Light Fall
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