- Thread starter
- #91
Awesome! I'm all for thatLoving this journey you're taking... I'll probably hire you as a consultant or a partner to make my own next year!
Thanks again sparechange I take your advice with a lot of weight.Are you making this game locally? 30-40 sounds like what most games retail for..
If I were you, not that I'm like some gaming expert but found some success in my own niche (I make my own products) just ditch the idea of making money upfront and spend the 30-40 bucks on creating the game get a few copies of it and SELL it ASAP. Verify people will actually pay for it.
While I personally love this idea and would most likely buy it myself, our self bias's can be damaging in the long term, maybe YOU believe you have a great game (and you probably do)
The market place is the only thing that matters, people that are total strangers giving you their money in exchange for the game, sell it as a beta or ''rough copy'' and maybe even accept a loss on it, but if you can sell a few hundred of these it's possible you've got a winning product, just get it out there!
Worry about making a profit later when you can get the game made overseas for a few bucks.
Do you currently have a mailing list of pre-orders?/interest, even if you aren't getting paid having thousaunds of people expressing interest in the game is kind of a soft proof of concept, focus on building that.
Here's what I'm hearing from you:
1. Get my product out for sale as soon as possible, (regardless of how happy I am with quality?)
2. Focus on building proof of concept
The 30-40 was the cost per unit. I'd love to get it out asap but this is what's holding me back. Maybe you can help me find any blind spots I'm having:
- I personally don't feel like the game is ready, yet
- I feel like I can't build leads without a website. I can't build a website without artwork & gameplay I'm happy with.
- The biggest struggle when I met with the developer was deciding when to take his advice or when to "break the rules". Everything I've done so far was by gut. No prior experience with developing a board game.
On the other hand, I do think it's possible to start building interest with an unfinished product. I'll make a marketing plan around this.
Dislike ads? Remove them and support the forum:
Subscribe to Fastlane Insiders.