If you do that properly, the community will become your game’s strongest advocate and you will have successfully implemented a grassroots PR campaign.įor this to happen, you can not think of promotion as something you do as you get near your launch date. The basic idea is that in order for a game to have good word of mouth going at launch, you have to first build a community around it that is excited for the game’s launch.
#Is spyparty worth it how to#
There is too much to say about how to run an effective pre-launch promotion campaign, so I will avoid going into detail here. The other issue was how difficult it turned out to be to get press for a followup game. One issue was the lack of *effective* pre-launch promotion. Obviously, there is no way to answer this question with any certainty, but all of us (Spiky Snail as well as Indie Fund) think that promotion was a meaningful obstacle to the game’s financial performance. So what is it, if not just a bad roll of the dice that prevented this game from being more of a hit? Super Splatters is a highly polished game, it stands out in both visual style and gameplay, and has layered and deep mechanics that make it a compelling action puzzle game. By any reasonable metric this is a very good outcome for a new team releasing their first game, just not enough to fully fund the team's next game, which is what we hope for when we back a project. If it did, it could have implications on the way people set priorities while making games, but we did not end up seeing the results we were hoping for.Ĭombined, The Splatters and Super Splattered earned over $100k so far, and Super Splatters recouped our investment 4 months after it launched. The interesting part for us, other than helping a fellow indie of course, was to see whether a focus on design could meaningfully change a game’s financial destiny. This version came to be named Super Splatters and would release on a different platform than The Splatters (Steam instead of XBLA).
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The game didn’t earn enough on XBLA, so they turned to us to help fund the development of a version that fully realized their vision. Spiky Snail had previously released The Splatters on XBLA, but the team (Niv and Sagi) did not feel that they had met all of their design goals and wanted to make the best possible version of their game.
![is spyparty worth it is spyparty worth it](https://exploringdomesticity.com/wp-content/uploads/2018/06/Spy-Party-with-7-Easy-Missions.png)
In September of 2012 we funded Spiky Snail’s Super Splatters which released on Steam in June this year. November 25th 2013 Lessons From Funding Super Splatters