Another round of fanart I’ve drawn in my spare time (i.e. YGO and DGM art dump time)!Continue reading “Fanart Compilation, 2”
While I talk about concepts and ideas for marketing indie games a lot, I rarely see talks on what to use to market indie games. Today I want to briefly go over tools I use weekly for indie game marketing.
There’s also a brief bonus section on additional websites that are cool for social media marketing. Alright, let’s get started!
Continue reading “5 Free Tools For Indie Game Marketing + Bonus”
One problem I hear a lot is “I don’t have anything to post” or “I’m afraid I’ll run out of things to post”. You’ll never truly run out of things to say unless you’ve stopped development and stopped thinking about the game, but the fear is there nonetheless for many newer devs.
Today I want to give an example of how I take 1 piece of content (in this case, a quick drawing) and reuse it over several social media platforms.Continue reading “How to reuse 1 piece of content for marketing”
Yesterday (June 25th) was the 3rd anniversary of my first commercial game, That Which Binds Us, which was a commercial failure. After it released to little fanfare, I realized I was missing something- marketing. Yadda yadda, 3 years later I’m sitting here trying to teach others how to market their visual novels. Over those 3 years, I’ve been asked a lot of questions on marketing VNs. Today I want to answer some of those for future VN devs.
Some of these questions are ones I’ve heard over and over while others are questions I’ve received in my VN marketing channel (feel free to join us and ask any questions or share insights!).
Continue reading “Marketing Visual Novels FAQ”
I’ve talked before about cutting the scope in indie games and how important is. If you haven’t seen my last rant on it, you can read it here. For those unfamiliar, scope is the entirety of a project. The scope of a project comprises everything from the artwork, the writing, the amount of characters, the features, and more. Keeping your visual novel’s scope is important for several reasons.
The main reason to keep the scope small is it helps a project get finished. You have less work to do that’s frivolous which speeds up production. Keeping the scope small also narrows in on the project’s vision. By getting rid of extra stuff that can bog down the project, the core of the project is more visible. Most importantly, though, a scope that’s too large can kill a project.
However, saying “cut scope” and “keep scope small” can be too vague for new developers. Today I want to give some specific examples on places you can cut scope.Continue reading “Cutting Visual Novel Scope – Examples”
Visual novels are a great form of media- they combine game mechanics with an emphasis on narratives and strong visuals. They can be used to tell horror stories, high school slice of life, and so much more. But how do you market visual novels?
I’m Arimia, the lead developer at Crystal Game Works and marketing lead at Studio Élan. Marketing visual novels is a bit of a passion project for me- I like learning more about what people like and how they think. I’ve compiled a bunch of concepts I’ve learned over the years while marketing visual novels so you can get more eyes on your games.Continue reading “How to Market Visual Novels”