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TIGSource ForumsDeveloperBusinessWhat would you spend $100 on to make your game/project better?
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Author Topic: What would you spend $100 on to make your game/project better?  (Read 974 times)
thatkevinwong
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« on: June 08, 2016, 11:41:00 PM »

For me, I'd either spend it on licensing some really nice sound effects or fonts. The free/open source stuff out there typically isn't as impressive.

Other thing that could be useful is to purchase stickers or other bits of printed swag for exhibitions. I feel that having stuff to give away while showing off the game is a huge confidence booster for teams. It helps build up an identity for the game which can be useful internally and externally.
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bdsowers
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« Reply #1 on: June 09, 2016, 09:00:51 AM »

$100 is a pretty small budget. You might be able to license work that already exists, but you won't be able to pay for much custom work (a couple music tracks would blow that sum pretty quickly, and original art would churn through that after a few pieces).

I'd probably spend it on a Unity asset or two that makes my production faster. Specific asset depends on the game I'm making.

I would definitely not spend it on advertising. Low-sum paid advertising is virtually useless for promoting a game. But little extras - buttons or neat business cards or stickers - would be fun to have.
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b∀ kkusa
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« Reply #2 on: June 09, 2016, 02:53:20 PM »

i'd spend it on food and entertainement so i can be in a healthier body and mindset to work on my game/project.

100$ is not much really.
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RudyTheDev
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« Reply #3 on: June 12, 2016, 01:05:28 PM »

Steam Greenlight or Apple Developer account? If you said a $1000, then art (me being programmer). But $100 won't get me anywhere asset-wise, really. It's too little to contribute a significant portion of anything that couldn't be otherwise acquired for free or I couldn't do myself. So basically Toast Right.
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ProgramGamer
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« Reply #4 on: June 13, 2016, 03:32:00 AM »

You could commission a nice looking intro screen from a professional artist?

Or you could also get an export module for GameMaker:Studio.
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Chaotrope
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« Reply #5 on: August 10, 2016, 12:01:21 AM »

I'd also say commissioning music or art. The free stuff just isn't going to be very memorable, and a dedicated musician or artist is going to do everything they can for $100 in my opinion.
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Composer of music for a number of video games, including Deadpour: Tactics and Tuneria, a music-centered RPG. Author of Chaotrope songs on RockBand Network.

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Catghost
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« Reply #6 on: August 10, 2016, 05:26:02 AM »

you could probably get some concept art or a detailed sketch for 100$. i don't see a professional artist doing anything super polished for that little.

i'd probably invest the 100$ into Unity assets, it gives the maximum turnaround for the least invested.
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nickFromPaintteh
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« Reply #7 on: August 10, 2016, 08:18:12 AM »

100$ could be used to have some (better) testers and get sincere feedback to your game.
Maybe find some decent testers on 5er to get it tested and grab feedback
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