Should I Make a Kickstarter for my Game?

Should I Make a Kickstarter for my Game?


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Deleted member 6583

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At the moment, I'm engaged in a nine-month-long development journey with Unreal Engine 5, dedicating substantial effort to my game project. For those interested, I have shared footage and details about the game in a previous thread which can be found here: Game Development Thread.

Now, I'm contemplating the launch of a Kickstarter campaign to raise between $10,000 and $30,000 to further fund the development. While I've sought advice from ChatGPT-4, which was overwhelmingly positive, I'm also open to exploring any potential downsides to this approach.

So, my question is: Are there reasons why launching a Kickstarter campaign might not be advisable? Your detailed thoughts would be greatly appreciated, and if your insights prove exceptionally useful, I might consider compensating you via PayPal with a €10 reward.

Tagging people who have shown interest in the game:
@Member since 2022
@JovenCansao
@Pikabro
@LooksThinker
@crisis
@SlavicGeneral
@thecel
@lunin7
@AngryShane
@Tylermax
 
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If you remake Bioshock 1 and Bioshock 2 in UE5 I will give you money
 
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build a niche community of people (like 10 people) get them to mass promote the games' kickstarter on tiktok with funny clips etc and tell them to plug the kickstarter/discord at the end. gradually build a bigger and bigger community on discord that are hyped for game and roll out a tester program which people have to pay for. if the game is genuinely fun it will blow up.
 
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yes mirin gave development, in comp sci right now and always wanted to make an indie horror game i think if you're working hard enough on it might as well do a kickstarter and see how it goes
 
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Other than some people getting mad if you decide to just give up development mid way, getting underwhelmed with the result or something similar I don't see why not.

At the end of the day most gamers are NPC simps who throw money at everything anime or game related.

My only advice would be to not make a lot of promises or be too cocky about it, otherwise you could end up like another yandere dev.
 
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build a niche community of people (like 10 people) get them to mass promote the games' kickstarter on tiktok with funny clips etc and tell them to plug the kickstarter/discord at the end. gradually build a bigger and bigger community on discord that are hyped for game and roll out a tester program which people have to pay for. if the game is genuinely fun it will blow up.
I find the idea of building a niche community and leveraging TikTok and Discord for organic growth to be particularly compelling.

I do have a couple of questions and considerations:

  1. Community Building: While your suggestion to recruit a niche community of promoters is fascinating, I'm curious how you'd recommend approaching people for this? I have some followers who are interested in the game, but what sort of incentives do you think would be most effective to encourage them to promote it?
  2. TikTok Promotion: Any ideas on how I could ensure the TikTok promotions feel organic and engaging, rather than forced or overly promotional?
  3. Tester Program: Could you elaborate a bit on what this would entail? I like the idea of rolling out a tester program, but I'm unsure about how to structure it. Should it offer exclusive content, or focus more on gathering user feedback and bug reports?

If you remake Bioshock 1 and Bioshock 2 in UE5 I will give you money
I do love the bioshock games, but unfortunately I don't have the rights to remake the games. :feelswhy:

yes mirin gave development, in comp sci right now and always wanted to make an indie horror game i think if you're working hard enough on it might as well do a kickstarter and see how it goes
Thank you for the input. I think you should go for it. It's really not that hard. I mean it is overwhelming at first with all the stuff you've to learn, and it can be extremely frustrating. But other than that it's good fun and there can be a financial incentive.

Other than some people getting mad if you decide to just give up development mid way, getting underwhelmed with the result or something similar I don't see why not.

At the end of the day most gamers are NPC simps who throw money at everything anime or game related.

My only advice would be to not make a lot of promises or be too cocky about it, otherwise you could end up like another yandere dev.
I'm fully committed to launching this game, regardless of the obstacles that come my way. As someone who values quality, I can assure you that the final product will meet high standards. If it falls short of excellence, I won't hesitate to postpone its release to improve it.

As for aspirations, achieving the level of success that Yandere Dev has garnered would be incredible. He's managed to profit substantially from his less-than-perfect game, thanks to its uniquely compelling concept. Unfortunately, my game's genre doesn't quite capture that same level of distinct allure that Yandere Simulator has. I should try to achieve that in my next game. It will be a hentai game with vr support and all that.
 
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I'm also a developer but I only do minecraft modding
 
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this can be applied to any niche but i specifically wrote this as if was a dev

i would join discord servers in the same niche as me, for example your niche would be gaming. id pick a indie game server, if there was a questions tab i'd dm users asking questions in the questions/faq channel. then at the end of the conversation you can just send a discord link to your server and say something along the lines of 'if you want you can join my server i can answer almost any question regarding [game] and i'm also building a similar/enjoyable game myself' i did make a bot with python to check dms and automate this process using chatgpt to generate answers based on the what the user says. this may be slow but it got the ball rolling.

a couple of engaging ways to promoting your game on tiktok is using up and coming viral sounds + fake a popular streamer *reacting* to a moment in your game for a tiktok video + posting updates on the games development (this is a really good way of ptomotion especially if your game has unique/absured qualities that no other game has) . these are just a few ways to promote your game while seeming genuine. just dont be a fag and go all logistical and technical with the game updates because tiktok users can smell non NTness and will call you autistic. anyways the above will guarantee you a place in the algorithm if your content is high and optimised with trending sounds so you will be bound to blow up.

i'm not a game dev, however, i know a dev that gives 'tester' access to people in his discord that invite 5 people (invite tracker bot). this is effective for more members however most of the time these users are idle/not interested in the server and are usually offline. so wgat i suggest is instead of discord invites, make it so your users have to pay for tester role and then when your game is ready to drop for testers announce it in your discord.

ok also if you have money to spend it can speed this up 10x but i started with nothing and my tiktok blew up and i still get 70 - 80k impressions everyday even though i haven't touched it for 4 months so this can be done from the bricks

heres the sauce for you niggas
 
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I'm also a developer but I only do minecraft modding
Is this profitable?

this can be applied to any niche but i specifically wrote this as if was a dev

i would join discord servers in the same niche as me, for example your niche would be gaming. id pick a indie game server, if there was a questions tab i'd dm users asking questions in the questions/faq channel. then at the end of the conversation you can just send a discord link to your server and say something along the lines of 'if you want you can join my server i can answer almost any question regarding [game] and i'm also building a similar/enjoyable game myself' i did make a bot with python to check dms and automate this process using chatgpt to generate answers based on the what the user says. this may be slow but it got the ball rolling.

a couple of engaging ways to promoting your game on tiktok is using up and coming viral sounds + fake a popular streamer *reacting* to a moment in your game for a tiktok video + posting updates on the games development (this is a really good way of ptomotion especially if your game has unique/absured qualities that no other game has) . these are just a few ways to promote your game while seeming genuine. just dont be a fag and go all logistical and technical with the game updates because tiktok users can smell non NTness and will call you autistic. anyways the above will guarantee you a place in the algorithm if your content is high and optimised with trending sounds so you will be bound to blow up.

i'm not a game dev, however, i know a dev that gives 'tester' access to people in his discord that invite 5 people (invite tracker bot). this is effective for more members however most of the time these users are idle/not interested in the server and are usually offline. so wgat i suggest is instead of discord invites, make it so your users have to pay for tester role and then when your game is ready to drop for testers announce it in your discord.

ok also if you have money to spend it can speed this up 10x but i started with nothing and my tiktok blew up and i still get 70 - 80k impressions everyday even though i haven't touched it for 4 months so this can be done from the bricks

heres the sauce for you niggas
Your advice has been incredibly valuable, and I've given a lot of thought to the strategies you've outlined.
  1. Playable State: I agree with your sentiments about the tester program. In fact, I'm leaning toward getting my game to a playable state first. Once that's done, I'm considering offering access to this version for those who pledge a minimum amount (let's say €10) in the Kickstarter campaign. That way, backers are not only financially supporting the project but also become valuable early testers.This would also increase funding as people actually get a product immediately after pledging.

  2. TikTok and Social Media: To be honest, I don't have any other social media than YouTube. However, your suggestion about TikTok is compelling. I should probably start an account soon. And, to increase views, I'm thinking of using a fake enthusiastic American accent.
 
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Is this profitable?
No, but some make a living out of it (like a guy named Latvian Modder) and other popular mods maker.
I just make it because I enjoy how it looks.

2023 09 01 173742
2023 09 01 173912
 
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No, but some make a living out of it (like a guy named Latvian Modder) and other popular mods maker.
I just make it because I enjoy how it looks.

View attachment 2417728View attachment 2417730
I would recommend that you try to make money. I don't see Minecraft modding as a profitable business, but what do I know, I haven't played Minecraft since 2013 JFL.
Because you already know how to make mods, making a game shouldn't be too difficult. You should try making one and then selling it!
The thing is, we all have to moneymax (except if your parents are wealthy). So you should get started. I've seen your face, and you're going to need at least $10,000 in surgery if you want to get laid.




Regarding my upcoming Kickstarter campaign, I plan to dedicate an additional month to refining my game until it reaches a playable state. Following that, I'll officially launch the fundraising campaign. While my expertise in marketing is limited, I've been fortunate to brainstorm several impactful strategies with the assistance of ChatGPT-4 and @submammal. One such strategy involves reaching out to niche YouTubers and bloggers who focus on indie games. I will offer them free copies of my game for review. So far, I've identified and cataloged 50 such influencers, and I aim to expand this list to at least 100 before commencing the campaign.

Simultaneously, I'll begin documenting the game's development journey on YouTube and Twitter. Although I've considered utilizing TikTok, given its potent viral capabilities, the notion of performing voiceovers and adopting an excessively enthusiastic persona has deterred me from proceeding in that direction.

On a related note, I've successfully designed the reward tier system for the Kickstarter campaign, delineating the various perks and incentives for potential backers.
Tier 1: Early Adopter
  • Price: 15€
  • What You Get:
  • Gain immediate access to the game in its current, developmental stage.
  • Secure your copy of the complete game upon its official release.
  • Enjoy all future updates, ensuring you always have the latest version.
Tier 2: Contributor Bundle
  • Price: 30€
  • What You Get:
  • All the rewards from the Early Adopter tier.
  • Your name listed in a 'Special Thanks' section of the game's credits.
Tier 3: VIP Insider
  • Price: 60€
  • What You Get:
  • All the rewards from the Contributor Bundle tier.
  • Secure a spot in the exclusive VIP Discord channel where your ideas and messages gain priority.
Tier 4: Master Patron (Only 5 in supply)
  • Price: 200€
  • What You Get:
  • All the rewards from the VIP Insider tier.
  • Personalized small Easter Egg, hint, or secret message that you help design (within reason and in line with the game's tone and content).
Tier 5: Legendary Supporter (Only 2 in supply)
  • Price: 750€
  • What You Get:
  • All the rewards from the Master Patron tier.
  • Customize the facial appearance of a human NPC within the game (facial features only).
  • Suggest an idea for a small game feature, which will be implemented (within reason and in line with the game's tone and content).
  • Memorialize your username or initials on an in-game item of your choice, done in a lore-friendly manner.

What are your thoughts?
 
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I would recommend that you try to make money. I don't see Minecraft modding as a profitable business
You would be very wrong considering it's the best selling of all time with a extremely active community
In the modding community multiples mods have reached the hundreds of millions of download, which are very profitable in that scale, its like youtube, each downloads on your mod needs you to watch an ad etc..
1693968484397

This is one of the most popular one but there lot of others with 100M+ downloads, and most of these are recent since of the rise of the game.
The guy named Latvian modder told me he made a salary between 60k-70k only with his minecraft mods. That was literally his full time job.
 
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You would be very wrong considering it's the best selling of all time with a extremely active community
In the modding community multiples mods have reached the hundreds of millions of download, which are very profitable in that scale, its like youtube, each downloads on your mod needs you to watch an ad etc..
View attachment 2418267
This is one of the most popular one but there lot of others with 100M+ downloads, and most of these are recent since of the rise of the game.
The guy named Latvian modder told me he made a salary between 60k-70k only with his minecraft mods. That was literally his full time job.
Ah, so you receive a portion of the revenue generated by ads displayed on your mod page? With 250 million downloads, the actual viewer count for your mod must be significantly higher, which could potentially translate into substantial earnings. However, my knowledge of ad revenue is quite limited, so consider that caveat.

That said, is modding a lucrative endeavor for you? The individual from Latvia appears to be an outlier in this context. How many downloads have your mods garnered so far?
 
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Ah, so you receive a portion of the revenue generated by ads displayed on your mod page? With 250 million downloads, the actual viewer count for your mod must be significantly higher, which could potentially translate into substantial earnings. However, my knowledge of ad revenue is quite limited, so consider that caveat.

That said, is modding a lucrative endeavor for you? The individual from Latvia appears to be an outlier in this context. How many downloads have your mods garnered so far?
I have not made any money from it because for me its an hobby, but latvian isnt an outlier in this case considering he is the author of 10-20 popular mods but there hundreds more. Lot of mod authors do make significant income and money, but it's pretty difficult and require you to make something that is very popular to audiences.
But it can be much easier than making a totally new thing because modding already gives you a community to work with.
 
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I have not made any money from it because for me its an hobby, but latvian isnt an outlier in this case considering he is the author of 10-20 popular mods but there hundreds more. Lot of mod authors do make significant income and money, but it's pretty difficult and require you to make something that is very popular to audiences.
But it can be much easier than making a totally new thing because modding already gives you a community to work with.
I hope your moneymaxxing method proves successful. My knowledge of the Minecraft modding scene is limited, but from the little I know it doesn't seem likely that this approach will generate substantial income. But, of course, my knowledge is limited on the subject. So take it with a grain of salt.

Also could you share your thoughts on the Kickstarter campaign details I've listed below?
Regarding my upcoming Kickstarter campaign, I plan to dedicate an additional month to refining my game until it reaches a playable state. Following that, I'll officially launch the fundraising campaign. While my expertise in marketing is limited, I've been fortunate to brainstorm several impactful strategies with the assistance of ChatGPT-4 and @ S @submammal. One such strategy involves reaching out to niche YouTubers and bloggers who focus on indie games. I will offer them free copies of my game for review. So far, I've identified and cataloged 50 such influencers, and I aim to expand this list to at least 100 before commencing the campaign.

Simultaneously, I'll begin documenting the game's development journey on YouTube and Twitter. Although I've considered utilizing TikTok, given its potent viral capabilities, the notion of performing voiceovers and adopting an excessively enthusiastic persona has deterred me from proceeding in that direction.

On a related note, I've successfully designed the reward tier system for the Kickstarter campaign, delineating the various perks and incentives for potential backers.
Tier 1: Early Adopter
  • Price: 15€
  • What You Get:
  • Gain immediate access to the game in its current, developmental stage.
  • Secure your copy of the complete game upon its official release.
  • Enjoy all future updates, ensuring you always have the latest version.
Tier 2: Contributor Bundle
  • Price: 30€
  • What You Get:
  • All the rewards from the Early Adopter tier.
  • Your name listed in a 'Special Thanks' section of the game's credits.
Tier 3: VIP Insider
  • Price: 60€
  • What You Get:
  • All the rewards from the Contributor Bundle tier.
  • Secure a spot in the exclusive VIP Discord channel where your ideas and messages gain priority.
Tier 4: Master Patron (Only 5 in supply)
  • Price: 200€
  • What You Get:
  • All the rewards from the VIP Insider tier.
  • Personalized small Easter Egg, hint, or secret message that you help design (within reason and in line with the game's tone and content).
Tier 5: Legendary Supporter (Only 2 in supply)
  • Price: 750€
  • What You Get:
  • All the rewards from the Master Patron tier.
  • Customize the facial appearance of a human NPC within the game (facial features only).
  • Suggest an idea for a small game feature, which will be implemented (within reason and in line with the game's tone and content).
  • Memorialize your username or initials on an in-game item of your choice, done in a lore-friendly manner.
 
I hope your moneymaxxing method proves successful. My knowledge of the Minecraft modding scene is limited, but from the little I know it doesn't seem likely that this approach will generate substantial income. But, of course, my knowledge is limited on the subject. So take it with a grain of salt.

Also could you share your thoughts on the Kickstarter campaign details I've listed below?
Any moneymaxxing techniques it not always succesful, your game could and not succeed. Depends on what you do and how you advertise it.
Also seems like a pretty good campaign tbh
 
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Any moneymaxxing techniques it not always succesful, your game could and not succeed. Depends on what you do and how you advertise it.
Also seems like a pretty good campaign tbh
Well, I'm doing everything within my power to make my game succeed. You could say that I'm everythingmaxxing.

I didn't tag properly before so I'm doing it again:
@Member since 2022
@Pikabro
@LooksThinker
@crisis
@SlavicGeneral
@thecel
@AngryShane
@Tylermax

What do you lads think? Especially you @Tylermax
 
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Well, I'm doing everything within my power to make my game succeed. You could say that I'm everythingmaxxing.

I didn't tag properly before so I'm doing it again:
@Member since 2022
@Pikabro
@LooksThinker
@crisis
@SlavicGeneral
@thecel
@AngryShane
@Tylermax

What do you lads think? Especially you @Tylermax
are you alone in the project
 
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are you alone in the project
I am indeed the only person working on the game, but it would be inaccurate to say that I'm the whole driving force behind it. Think of ChatGPT-4 as contributing roughly 50% of the creative input. It assists with marketing strategies, coming up with game titles, generating gameplay concepts, and occasionally, I even use it for coding guidance.

If you're ever stumped for Minecraft Mod inspiration, I'd highly recommend seeking ideas from ChatGPT.

Also nigga, I've liked every single one of your responses and you haven't liked any of mine!
 
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I am indeed the only person working on the game, but it would be inaccurate to say that I'm the whole driving force behind it. Think of ChatGPT-4 as contributing roughly 50% of the creative input. It assists with marketing strategies, coming up with game titles, generating gameplay concepts, and occasionally, I even use it for coding guidance.

If you're ever stumped for Minecraft Mod inspiration, I'd highly recommend seeking ideas from ChatGPT.

Also nigga, I've liked every single one of your responses and you haven't liked any of mine!
I do not use Chat GPT
 
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Do you have a job? Is this a side hustle or is this your main thing? How old are you?

Your game blowing up is going to be hard if there is no selling point especially if there is a paywall towards accessibility to the game. It also seems like you are a solo developer. There are many problems that will arise when it comes time to market the game.

Overall, it's gonna be hard as fuck. But seeing that you are putting in a substantial amount of effort gives light to the potential of the game. You definitely need more insight into how the game can progress, and there's no other way than having GOOD feedback (other game developers, higher-ups of companies, NOT MFS ON .ORG).

There are a few things I could suggest if you want to speed up the process of development and popularity:

1. Building a small enthusiastic team.
- It seems like your field of expertise is limited to project development. I suggest people more more knowledge of business to handle things like strategies for package offering, advertising/marketing, policy making, community building, etc.
-A good way to find people is through LinkedIn. There are plenty of naive college students who would contribute towards a project just to be able to put it on their resume. Spam connects with students in prestigious colleges (look for people you need by major) and message them if they would like to engage in the project. They will work for free and are highly capable. Schools like UC Berkley and Standford are full of these students. (Give them the incentive that this would look great on their resume.) Their profiles themselves should give you enough information if they are capable. Lots of hidden gems on there. If you are looking for free developers, this is the way to go.
-With team development, I'd suggest learning to create a document on policies and mission statements. Sort of like a contract to give the team more information on exactly what the project is going to be about and how they can contribute.
-Claim a copyright.

2. Advertising/Community building
-Check out other developments. https://discord.gg/EME4nKf2, This discord is the result of great advertising on a remake of 'Legend of Zelda: Ocarina of Time'. Could potentially follow their steps for blowing up (note that their content is free and accessible to everyone).
-Having content creators playtest is good (could also buy a promo on TikTok for easy views, but it could be pricy). But your game has to be in itself 'good' to gain traction. What makes your game interesting? What's the selling point? What is your target demographic?

3. Maybe getting a game development job first just for the sake of networking and getting in touch with managers at your workplace? Their insight would be invaluable.

For reference, I'm a senior CS student at a prestigious college in the US. My current goal right now is networking. Working at an internship and am looking to make my way up to a good position at FAANG before I do any side hustles like game development/real estate. I want to develop my own game in the future so it'll be nice to see someone work from the ground up. Sorry if my insight isn't that helpful, it's the best I could give given my credentials.
 
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Thank you for taking the time to make a thoughtful response.

Do you have a job? Is this a side hustle or is this your main thing? How old are you?
I am currently employed. My game development serves as a side project. I'm 20 years old.

Your game blowing up is going to be hard if there is no selling point
I'm a bit unclear on what you mean by "no selling point." I have a comprehensive development plan in place, and I've carefully selected the core gameplay elements that have significant revenue potential. Additionally, I used this steam game financial data analysis to pick the subgenres which have the highest earnings potential.

At this point, every facet of my game has been meticulously planned out.

especially if there is a paywall towards accessibility to the game.
I'm not pursuing the free-to-play model that relies on microtransactions for income. That market is already saturated and dominated by major players who could easily overshadow my game. Instead, I'm planning to price my game between 10 and 15 euros, which I believe offers great value for what the game provides.

It also seems like you are a solo developer. There are many problems that will arise when it comes time to market the game.
I am working solo on this project, and after creating this thread, I've come to a rather disheartening realization: My Kickstarter campaign is likely to fail. I recently discovered an indie horror game developed using Unreal Engine 5, similar to my own. Their Kickstarter campaign (The Devourer: Hunted Souls) fell dramatically short of its target, raising only 250 euros out of a 10,000 euro goal, which is a modest target to begin with. On Kickstarter, if you don't hit your financial target, you walk away with nothing. Hence, I need to approach this cautiously to avoid ending up empty-handed.

I pinpointed the failure of that campaign to a lack of marketing. They didn't have a publisher, hadn't released any previous titles, and had no established fanbase. I find myself in a similar predicament. My strategy to overcome this challenge is to reach out to small to medium-sized YouTubers, gaming bloggers, and gaming news outlets with free keys and a great description of my game. Essentially playing the numbers game to gain hopefully get covered.

Overall, it's gonna be hard as fuck. But seeing that you are putting in a substantial amount of effort gives light to the potential of the game. You definitely need more insight into how the game can progress, and there's no other way than having GOOD feedback (other game developers, higher-ups of companies, NOT MFS ON .ORG).
I'm scheduled to have an in-person meeting soon with someone who instructs game development at a university level to discuss my game project. While the guidance I've received from .org has been decent thus far, the prospect of getting advice from a professional is certainly exciting.

1. Building a small enthusiastic team.
- It seems like your field of expertise is limited to project development. I suggest people more more knowledge of business to handle things like strategies for package offering, advertising/marketing, policy making, community building, etc.
-A good way to find people is through LinkedIn. There are plenty of naive college students who would contribute towards a project just to be able to put it on their resume. Spam connects with students in prestigious colleges (look for people you need by major) and message them if they would like to engage in the project. They will work for free and are highly capable. Schools like UC Berkley and Standford are full of these students. (Give them the incentive that this would look great on their resume.) Their profiles themselves should give you enough information if they are capable. Lots of hidden gems on there. If you are looking for free developers, this is the way to go.
-With team development, I'd suggest learning to create a document on policies and mission statements. Sort of like a contract to give the team more information on exactly what the project is going to be about and how they can contribute.
-Claim a copyright.
Thank you, I'll explore and see if I can identify some stemcels who might be helpful.

3. Maybe getting a game development job first just for the sake of networking and getting in touch with managers at your workplace? Their insight would be invaluable.
No way, I have no interest in returning to school.

For reference, I'm a senior CS student at a prestigious college in the US. My current goal right now is networking. Working at an internship and am looking to make my way up to a good position at FAANG before I do any side hustles like game development/real estate. I want to develop my own game in the future so it'll be nice to see someone work from the ground up. Sorry if my insight isn't that helpful, it's the best I could give given my credentials.
Best of luck to you, and I appreciate your guidance!
 
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At the moment, I'm engaged in a nine-month-long development journey with Unreal Engine 5, dedicating substantial effort to my game project. For those interested, I have shared footage and details about the game in a previous thread which can be found here: Game Development Thread.

Now, I'm contemplating the launch of a Kickstarter campaign to raise between $10,000 and $30,000 to further fund the development. While I've sought advice from ChatGPT-4, which was overwhelmingly positive, I'm also open to exploring any potential downsides to this approach.

So, my question is: Are there reasons why launching a Kickstarter campaign might not be advisable? Your detailed thoughts would be greatly appreciated, and if your insights prove exceptionally useful, I might consider compensating you via PayPal with a €10 reward.

Tagging people who have shown interest in the game:
@Member since 2022
@JovenCansao
@Pikabro
@LooksThinker
@crisis
@SlavicGeneral
@thecel
@lunin7
@AngryShane
@Tylermax
Kickstarters tend to gain traction to that extent under 2 general conditions

1. You've already amassed an audience by hyping up the game you're going to release with lots of social media attention and teasers and so on so when you start up your kickstarter, all the attention and fans are already there to support. This is what I've noticed more organised devs do since they usually already have a team, previous games that they can market themselves as the designers of and have weight in the game basically just by turning up. The shadow heart devs did this even though the last release of that series was over 2 decades ago, they did a kick starter to see if there was an audience for a spiritual successor of the series and it worked since they had an old fanbase

2. Your game is (supposedly) super unique with a bunch of over the top promises that gets everyone excited so even if it didnt have large social media presence, word just spreads online and they all buy into it like Chronicles of Elyria did. A game called Dead matter did a combination of both of these methods too. They both made a lot of money despite neither game ever releasing, just a scam through and through

Secret Condition 3 (RARE). You've developed a niche game that people discover they actually want and you deliver on everything you've promised and it all works out in the end

The downside is a tarnish on your reputation if things dont work out but if you can discreetly sweep it under the rug then it should be okay. What I noticed that a lot of old devs did was release a very early alpha concept of a game on a site like indiedb or something and see if its gets player attention or comments on what they like or so on and they do that before deciding whether or not to go all in on the game. You can see all the big indie dev games on steam over the last 10 years had very early alpha releases on indiedb. Nowadays a lot of guys try to skip straight to steam but it tends to tank their reputation since steam users tend to want a more solid release even if it is in very early dev stage
 
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I find the idea of building a niche community and leveraging TikTok and Discord for organic growth to be particularly compelling.

I do have a couple of questions and considerations:

  1. Community Building: While your suggestion to recruit a niche community of promoters is fascinating, I'm curious how you'd recommend approaching people for this? I have some followers who are interested in the game, but what sort of incentives do you think would be most effective to encourage them to promote it?
  2. TikTok Promotion: Any ideas on how I could ensure the TikTok promotions feel organic and engaging, rather than forced or overly promotional?
  3. Tester Program: Could you elaborate a bit on what this would entail? I like the idea of rolling out a tester program, but I'm unsure about how to structure it. Should it offer exclusive content, or focus more on gathering user feedback and bug reports?


I do love the bioshock games, but unfortunately I don't have the rights to remake the games. :feelswhy:


Thank you for the input. I think you should go for it. It's really not that hard. I mean it is overwhelming at first with all the stuff you've to learn, and it can be extremely frustrating. But other than that it's good fun and there can be a financial incentive.


I'm fully committed to launching this game, regardless of the obstacles that come my way. As someone who values quality, I can assure you that the final product will meet high standards. If it falls short of excellence, I won't hesitate to postpone its release to improve it.

As for aspirations, achieving the level of success that Yandere Dev has garnered would be incredible. He's managed to profit substantially from his less-than-perfect game, thanks to its uniquely compelling concept. Unfortunately, my game's genre doesn't quite capture that same level of distinct allure that Yandere Simulator has. I should try to achieve that in my next game. It will be a hentai game with vr support and all that.
@Hiraeth
 
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Thanks for the @
while I don't personally believe in video games I'll explain what I know business wise

I find the idea of building a niche community and leveraging TikTok and Discord for organic growth to be particularly compelling.

I do have a couple of questions and considerations:

  1. Community Building: While your suggestion to recruit a niche community of promoters is fascinating, I'm curious how you'd recommend approaching people for this? I have some followers who are interested in the game, but what sort of incentives do you think would be most effective to encourage them to promote it?
  2. TikTok Promotion: Any ideas on how I could ensure the TikTok promotions feel organic and engaging, rather than forced or overly promotional?
  3. Tester Program: Could you elaborate a bit on what this would entail? I like the idea of rolling out a tester program, but I'm unsure about how to structure it. Should it offer exclusive content, or focus more on gathering user feedback and bug reports?
Good idea amazing suggestion first off.
When it comes to making money 99.9% of people focus on the wrong thing. I'd argue the only thing that matters when starting a business like making a video game is LEAD GENERATION. This allows you to make more mistakes, get more feed back, build a community and get paid.

If you're building this game for the money, reach out to some creators, doesn't have to be TikTok (affiliate marketing is best for starting cuz it doesn't cost anything) find one that's a decent size that's also interested. Make him a very good offer, build your game around what he wants(I explain why later) if you Dm me privately I'll share my outreach method

If your building for fun, then just a normal discord community with 100 people will be attainable

Anwser the #2 : the guy has to believe in the game, which is why you should build it around what he wants.

#3 both. Reward them with custom dlc, early access are more good stuff in exchange for playing early and giving feedback on bugs and stuff. Kinda what valorant did when it first came out. It also built hype around the game because it was exclusive. Assuming you don't already have a lot of ppl lined up to play. Make it so everyone can access aka less exclusive
 
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I appreciate the in-depth contributions from @Sleeper and @Hiraeth. Thank you for taking the time to provide such thoughtful replies.

1. You've already amassed an audience by hyping up the game you're going to release with lots of social media attention and teasers and so on so when you start up your kickstarter, all the attention and fans are already there to support. This is what I've noticed more organised devs do since they usually already have a team, previous games that they can market themselves as the designers of and have weight in the game basically just by turning up. The shadow heart devs did this even though the last release of that series was over 2 decades ago, they did a kick starter to see if there was an audience for a spiritual successor of the series and it worked since they had an old fanbase

2. Your game is (supposedly) super unique with a bunch of over the top promises that gets everyone excited so even if it didnt have large social media presence, word just spreads online and they all buy into it like Chronicles of Elyria did. A game called Dead matter did a combination of both of these methods too. They both made a lot of money despite neither game ever releasing, just a scam through and through

Secret Condition 3 (RARE). You've developed a niche game that people discover they actually want and you deliver on everything you've promised and it all works out in the end
1. Given my lack of a publishing partner, past releases on Steam, established fanbase, and a constrained budget for marketing, I'm aware that my Kickstarter campaign faces significant obstacles. My mitigation strategy involves targeted outreach to small and medium-scale YouTubers, gaming bloggers, and gaming news outlets. By providing them with free game keys and a compelling game summary.

2.My game distinguishes itself with a somewhat unique gameplay formula. I've identified only three other games that share similar mechanics; two of these have surpassed $100,000 in revenue, with one—Bigfoot on Steam—garnering more than $10 million. While my game may not redefine the genre or offer a plethora of new features, I am confident that it will offer an excellent gaming experience. I project an 85% rating on Steam and believe that my game will surpass its competitors in quality, I can without a doubt say that It has the best visuals out of the games.

3. While my game may not serve a niche market, I am fully committed to fulfilling all the promises made.

The downside is a tarnish on your reputation if things dont work out but if you can discreetly sweep it under the rug then it should be okay.
Yeah, if the Kickstarter campaign fails, I'll probably make a Patreon.

Make him a very good offer, build your game around what he wants(I explain why later) if you Dm me privately I'll share my outreach method
I'm not interested in dedicating countless hours of work for some TikTok retard who may either ghost me or later demand a share of the revenue.

#3 both. Reward them with custom dlc,
Introducing paid DLCs before completing the full game is not an option, as it would likely displease the player base.

stuff in exchange for playing early and giving feedback on bugs and stuff. Kinda what valorant did when it first came out.
The game is geared towards a single-player experience and is not intended to be a multiplayer sensation like Valorant. Consequently, rewards like skins don't align well with its design. Additionally, since the game doesn't have online functionality, any items offered as rewards would need to be created as DLC on Steam. This would be visible on the game's Steam page, which could lead potential backers to believe I'm offering DLC for an unfinished game.

Here are the reward tiers I'm contemplating for the Kickstarter campaign:
Tier 1: Early Adopter
  • Price: 15€
  • What You Get:
  • Gain immediate access to the game in its current, developmental stage.
  • Secure your copy of the complete game upon its official release.
  • Enjoy all future updates, ensuring you always have the latest version.
Tier 2: Contributor Bundle
  • Price: 30€
  • What You Get:
  • All the rewards from the Early Adopter tier.
  • Your name listed in a 'Special Thanks' section of the game's credits.
Tier 3: VIP Insider
  • Price: 60€
  • What You Get:
  • All the rewards from the Contributor Bundle tier.
  • Secure a spot in the exclusive VIP Discord channel where your ideas and messages gain priority.
Tier 4: Master Patron (Only 5 in supply)
  • Price: 200€
  • What You Get:
  • All the rewards from the VIP Insider tier.
  • Personalized small Easter Egg, hint, or secret message that you help design (within reason and in line with the game's tone and content).
Tier 5: Legendary Supporter (Only 2 in supply)
  • Price: 750€
  • What You Get:
  • All the rewards from the Master Patron tier.
  • Customize the facial appearance of a human NPC within the game (facial features only).
  • Suggest an idea for a small game feature, which will be implemented (within reason and in line with the game's tone and content).
  • Memorialize your username or initials on an in-game item of your choice, done in a lore-friendly manner.
Is there anything you would change?

Assuming you don't already have a lot of ppl lined up to play. Make it so everyone can access aka less exclusive
Are you suggesting that I make the game free-to-play?
 
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You're the game developer who created the Bigfoot hunting shooting game, right? If so, what submammal stated is spot on, as that's exactly what I'm doing to promote my video game right now.
 
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You're the game developer who created the Bigfoot hunting shooting game, right? If so, what submammal stated is spot on, as that's exactly what I'm doing to promote my video game right now.
Lol what? If I made the bigfoot game called "Bigfoot" on steam. I would be a multi millionaire. Unfortunately I'm not a multi millionaire or even a millionaire.

What's your game about?
 
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my game is a 3d fighting that's similar to naruto ninja storm franchise
 
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i didnt even got alerted despite being mentioned 3 times
 
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I appreciate the in-depth contributions from @Sleeper and @Hiraeth. Thank you for taking the time to provide such thoughtful replies.


1. Given my lack of a publishing partner, past releases on Steam, established fanbase, and a constrained budget for marketing, I'm aware that my Kickstarter campaign faces significant obstacles. My mitigation strategy involves targeted outreach to small and medium-scale YouTubers, gaming bloggers, and gaming news outlets. By providing them with free game keys and a compelling game summary.

2.My game distinguishes itself with a somewhat unique gameplay formula. I've identified only three other games that share similar mechanics; two of these have surpassed $100,000 in revenue, with one—Bigfoot on Steam—garnering more than $10 million. While my game may not redefine the genre or offer a plethora of new features, I am confident that it will offer an excellent gaming experience. I project an 85% rating on Steam and believe that my game will surpass its competitors in quality, I can without a doubt say that It has the best visuals out of the games.

3. While my game may not serve a niche market, I am fully committed to fulfilling all the promises made.


Yeah, if the Kickstarter campaign fails, I'll probably make a Patreon.


I'm not interested in dedicating countless hours of work for some TikTok retard who may either ghost me or later demand a share of the revenue.


Introducing paid DLCs before completing the full game is not an option, as it would likely displease the player base.


The game is geared towards a single-player experience and is not intended to be a multiplayer sensation like Valorant. Consequently, rewards like skins don't align well with its design. Additionally, since the game doesn't have online functionality, any items offered as rewards would need to be created as DLC on Steam. This would be visible on the game's Steam page, which could lead potential backers to believe I'm offering DLC for an unfinished game.

Here are the reward tiers I'm contemplating for the Kickstarter campaign:
Tier 1: Early Adopter
  • Price: 15€
  • What You Get:
  • Gain immediate access to the game in its current, developmental stage.
  • Secure your copy of the complete game upon its official release.
  • Enjoy all future updates, ensuring you always have the latest version.
Tier 2: Contributor Bundle
  • Price: 30€
  • What You Get:
  • All the rewards from the Early Adopter tier.
  • Your name listed in a 'Special Thanks' section of the game's credits.
Tier 3: VIP Insider
  • Price: 60€
  • What You Get:
  • All the rewards from the Contributor Bundle tier.
  • Secure a spot in the exclusive VIP Discord channel where your ideas and messages gain priority.
Tier 4: Master Patron (Only 5 in supply)
  • Price: 200€
  • What You Get:
  • All the rewards from the VIP Insider tier.
  • Personalized small Easter Egg, hint, or secret message that you help design (within reason and in line with the game's tone and content).
Tier 5: Legendary Supporter (Only 2 in supply)
  • Price: 750€
  • What You Get:
  • All the rewards from the Master Patron tier.
  • Customize the facial appearance of a human NPC within the game (facial features only).
  • Suggest an idea for a small game feature, which will be implemented (within reason and in line with the game's tone and content).
  • Memorialize your username or initials on an in-game item of your choice, done in a lore-friendly manner.
Is there anything you would change?


Are you suggesting that I make the game free-to-play?
I never got the notification so I never responded but respectfully, your response to my advice is pretty unfortunate. id love to see an update of how far you've come funding and traffic wise lol
 
I never got the notification so I never responded but respectfully, your response to my advice is pretty unfortunate. id love to see an update of how far you've come funding and traffic wise lol
I'm still working on making the game playable. I haven't made the Kickstarter project yet.
Could you elaborate on how my response was 'unforunate'?
 
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I'm still working on making the game playable. I haven't made the Kickstarter project yet.
Could you elaborate on how my response was 'unforunate'?
I don't know how experienced you are in the business side of things. But typically when people get good at skills those skills can only be spread over certain areas. For example it's going to be really hard to find somone who is a top 1% piano player, and a D1 athlete

Making a game itself is an incredibly hard skill so I'd find it pretty crazy to find .org user with those skills who is also competent at business.

The thing about making a game is if you don't try to monotize it. It won't happen unless you get super lucky like among us. And I really don't think you even considered any of the suggestions I made

(When I gave advice it was under the assumption your game was free to play btw, making people pay for somthing that isn't worth free will never work. So that game better be really damn good or have really good marketing behind it if you want a big player base)

Although at the end of the day. I've made games on unity, and I've made businesses, but I've never combined the two and made a successful profitable game. So take this with a grain of salt
 

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