Pitfalls to Avoid when Selling your Game.

  • 10 favourites

Stats

1,575 visits, 2,535 views

Translations

This tutorial hasn't been translated.

Tools

Tips you need to know before you start selling your games.

I am an entrepreneur, SEO specialist, and at last I'm thinking of myself as an independent game developer.

Also I developed all my games using Constructs 2.

I've been developing a number of games for different game markets.

I recently just completed 6 mobile web games for non exclusive sponsorship. I'm experimenting with a variety of ways to market these games and here's what I've learned and like to share with you.

In case you don't know what non-exclusive sponsorship is, it is selling your games anywhere from 100 to 2500 dollars, although the averages around 500 dollars and upwards up to a thousand. Meaning that you can sell your game to many sponsors as you like, hence the phrase non-exclusive. That being said, there's something you're going to need to do before you approach sponsors, games sites, portals, and social networks.

Polish your game.

You're hear this term a lot if you're doing your homework and a lot of research on forums. What do I mean when I say polish? I'm not talking about your game graphics or even how good your game is . I'm talking about the subtle things that make a game function well.

The first check list of issues that sponsors, who are going to purchase your game at any level are going to look for first.

First your game will be expected to play on a mobile web browsers of all shapes and sizes meaning, IOS, Android, and PC. Smartphones and tablets.

Works in full screen with no address bar visible

Automatically scales to any high / low resolutions.

They expect a native like gaming experience for the end user. (as best as possible)

A mute button is most often required.

Your game should handle device rotation automatically, showing "please rotate screen" message.

As I found out, these are some of the most common pitfalls you'll experience when you first start trying to market your game.

I'm currently writing a blog, Naked Game Talk, ( www.nakedgametalk.com) where I'm sharing my marketing experiences (good and bad) , promoting my games, and other projects.

I'm kind of right in the middle of it all , launching the website, the blog, and my games, all built with construct 2.

If you're planning to become an independent game developer, these are just a few of the pitfalls you'll need to avoid.

I'm a strong believer in failing up, don't be afraid to make mistakes, however you need to do your homework. There's a lot of misinformation out there, and there's a lot lacking.

I'm going to put a shameless plug in here, but I'm going to be releasing an eBook entitled " The Big list of publishers 2014", with over forty pages of publishers, affiliate programs, and other monetization resources. In the prelude I'm going to cover these important points in a little better detail. They can really save you from a lot of the initial mistakes you'll make. Whether your selling to publisher or direct marketing on an app store.

I'm trying gauge how much interest there will be for a such a resource, so if your interested, let me know, and I'll post more.

There will be more.....

neoprofessor.com

  • 0 Comments

  • Order by
Want to leave a comment? Login or Register an account!