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EXECUTION How to raise fund for a mobile game around 75k?

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maverick

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Nobody will invest in a "game design document". If you truly believe in the idea, figure out how to get the money yourself and build it.
 

farmer79

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Have you built successful games before? Do you have a team or just yourself? How easy to monetize? I attend angel investing pitches and have had a few games pitched that I think everyone passed on. I would say you need a working version and some proof of uptake by users for angels to write a cheque. You are a few levels away from VC investment.
 

100k

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Its too early to be asking for funding. Follow the advice above, find coders that believe in your concept, partner up with them, give them equity, build a prototype/demo/MVP ... prove the concept works and make sure there's a demand for the app - THEN go pitch and ask for investors to add FUEL to the rocket already in motion on its way to the moon.

But don't approach them when you just have blueprints and ask them to build the rocket ship for ya.

If you can't convince coders to join you ... that's the hint it might not be the best idea. They are in the trenches and know what works and what doesn't. Heed their feedback.
 

MeloTheMelon

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Its too early to be asking for funding. Follow the advice above, find coders that believe in your concept, partner up with them, give them equity, build a prototype/demo/MVP ... prove the concept works and make sure there's a demand for the app - THEN go pitch and ask for investors to add FUEL to the rocket already in motion on its way to the moon.

But don't approach them when you just have blueprints and ask them to build the rocket ship for ya.

If you can't convince coders to join you ... that's the hint it might not be the best idea. They are in the trenches and know what works and what doesn't. Heed their feedback.

At this point they could also just go for a kickstarter campaign. That would show them if there is a large enough customer group, they would get the money to develop the game, and have sold copies as pre-orders.
Rewards and stretch goals for games are also pretty simple and cheap to implement. Just think about stuff like "We will name a character after you", "Be in the credits", "Design a monster" or whatever. Those things ranch from 10min to maybe a day of work at max.
 

100k

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At this point they could also just go for a kickstarter campaign. That would show them if there is a large enough customer group, they would get the money to develop the game, and have sold copies as pre-orders.
Rewards and stretch goals for games are also pretty simple and cheap to implement. Just think about stuff like "We will name a character after you", "Be in the credits", "Design a monster" or whatever. Those things ranch from 10min to maybe a day of work at max.

Yep, that could also work, a very good idea for OP.

It will still be rather hard tho, you need at least 100+ people on your list ready to donate the second your campaign goes live, you'll need a great copywriter, great graphics & video to really illustrate your plan and idea. Going this route could easily cost $10k before you even post on kickstarter (if you want a chance of succeeding on that platform).

But yeah, there's more than 1 way to skin a cat. Good luck OP.
 

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