6 hours ago

One thing that I didn't get to explain in #Devruary that I feel EVERY dev should understand:

A REALLY good practice for game development is to make sure the target audience learns of the game and doesn't forget about it (more in article, PLEASE READ)


This means that when you plan to commit to developing a game, especially as a non-commercial dev/team, be prepared to scream into the void for a LONG TIME with your devlog (if not make some extra social media accounts) - hear me out:

The Internet has many places where special interests come together, and those can yield very specific audiences for which your game will be a near-perfect fit, and/or the right people to help you see your game through.

  • If you are looking for help in your game, like sound or character design, it is best to find places where multiple people skilled in what you are looking for will most likely be (For example, you could make a post here asking for people to voice act, OR you can go to a site where there are lots of people looking for VA work and post there.)

  • When you are building your game, or getting it ready for release, be sure to find out who your game will most likely appeal to and then make consistent posts about your game in those social circles (for example, posts about a 2d-pixel RPG will probably work best in spaces where pixelart fans are concentrated).

The reason why I say a long time is because it will take a long time - creative markets are often very saturated (lots of people with lots of projects). Realistically, only 10% or less of our reach (number of followers, etc) will actually interact with what we create/post, and that number will only go up with enough time and a little luck. You may not hear anything substantial for days or weeks or months, but YOU MUST NEVER GIVE UP.

One lesson I have learned is that in sites as saturated as this one, you CANNOT shut up about your work for too long if you want it to stay on the public's radar and have a chance of reaching who you want it to. I'm not saying you have to have something presentable everyday, but don't just up and leave your project for a month without notice and expect people to still be interested. Same goes for the word itself - if you really want your game to get attention/interest, make consistent public posts, don't always restrict it to the DM of the first person to give positive feedback.

You have to let the WORLD know, and not let it forget.



0 comments

Loading...

Next up

One of my favorite EF promo pieces from over the years...back when I first started the project (more info in article) #throwback #art #OC #merch #eternalfrenemeisproject #digitalart

It's been a minute since I posted about this, but I've been happy to see that this game is still being played despite how basic its gameplay is!

I have been considering making a series out of this title once I'm done with the EF Project

On tap for #ScreenshotSaturday, we have the CG gallery! Aiming for at least 20-40 images for the full game, but 8 are available in the #demo, so go play!

PS: Players who get all four demo achievements should then see a bonus CG on the main menu screen...

Doki Doki Literature Club is celebrating Monika's birthday and the 8th anniversary of DDLC with exclusive stickers, avatar frames and backgrounds on Game Jolt! 

Head over to the shop to collect yours 👉 https://gamejolt.com/#shop

So I made this helpful little chart back when I made the storyboard to canonize the age range of the "Center 10" eternals of the Eternal Frenemies story!

The "REWIND shorts" refer to the Gacha Series I made to flesh out their school days(more in article)

Mae Borowski is the main character of Night in the Woods! It's an adventure game that tells the story of her return to her hometown of Possum Springs. She was confirmed as canonically pan in a social media post by the game's creator Scott Benson.

On tap for today, we have the save file menu! This is taken from the #demo, but the real deal will look the same #renpy #vn #visualnovel #clicktoread #solodev #rpg #storygame #interactive #eternalfrenemiesproject

Demo links in article!! Please play it!!

There is a unique frustration about fixing a single buggy menu button taking ALL DOGGONE DAY...

...but AT LAST, the logic building for the entire game is done!

All that's left is to make the rest of the game's assets and paste 'em in! (update in article)

The Knightling launches on August 28! Wishlist it now so you don't miss out: https://bit.ly/KnightlingSteam

To celebrate the game's impending release, we've added The Knightling Pack and The Knightling Community Pack back to the Shop!

Hey yall, if you haven't already, please go ahead and give the "Return to Eternity" #demo a play!

Aiming for at least 50 plays!! (explanation and #update in article, PLEASE READ)

I guess I should warn you - the article is REALLY LONG this time...