Author: arimia
2018 Year in Review – A Hectic but Informative Year
As Vast as the Sea
That Which Binds Us
I Saw Him Today
Crossed Paths:Connected Worlds ~ At First Sight ~
Left Behind
♦ 2018 Resolutions ♦
- Publish all the games I’ve started. Now, this one comes with a bit of a catch- basically, I want to publish something from every project I’ve started. I want to finish That Which Binds Us, upload the update for The Witch in the Forest, finish a side project, and upload a demo for Asterism (as I’m shooting more for summer of 2019 now). That sounds like a lot, as you also have to include all three Ludum Dare games I hope to make in 2018 and maybe other side projects, but I’m nearing completion on a lot of projects right now, so publishing 5~ games this year isn’t out of my scope at all.
- Get faster at writing. In 2017 I started writing much more heavily, and thus got better at it as I went along. In 2018, I want to focus on writing better and faster.
- Get better at marketing. Yeah, I’ve learned marketing is super important this past year. So, in 2018 I want to get better at it.
Publish all the games I’ve started. Haha…. yeah…….. I definitely did only half of this……… I’m not close to a full demo yet for Asterism, but I did publish a demo for Paths Taken! So…. close…….
Get faster at writing. I’d say this one was accomplished, since That Which Binds Us was around 60,000-70,000 words long and only took me around 4~ months to write it while the original draft for Asterism was only about 45,000 and took me over half a year to write.
Get better at marketing. I’d like to say this one is accomplished! This past year was a bunch of reading, studying, asking questions, and researching, and now I’m freelancing as a marketer for other visual novels. So, I’ve definitely learned a thing or two about it.
♦ 2019 Resolutions ♦
- Publish Paths Taken and a demo for Asterism. This… is a big one. Paths Taken is currently about 60% done, with the route divergences being written and coded right now, so I’m hopeful we can have it ready around the summer. Asterism, on the other hand, is a very different story- the RPG sections are giving me trouble but I plan to, for now, code the entire game in VN style (as you’ll have the ability to pick between playing it as an RPG with VN sections or as a pure VN), send that to testing, and then finish the rest. There’s a lot of assets still needed so I’m very unsure of what percentage of the entire game is done.
- Market further. I want Asterism to be a success so once I’m nearing the demo stage I’ll be amping up my marketing. I’m really hoping to get it into some festivals and competitions as well as share it wherever I can.
…That’s really all I can think of as major goals go. There are some I’ve mentioned here that I consider “smaller” such as entering more competitions both at school and online and hopefully paneling at my local convention, but these are the main ones I want to work on.
Halloween 2018 ~ Midnight Rendezvous
Crossed Paths:Connected Worlds ~ At First Sight ~
Yes, You Can Start Marketing Too Late
Marketing is something you should be doing constantly while a game is in development- but at what point is it too late to start?
Let’s look at crowdfunding first. Most people who’ve looked into Kickstarter have probably heard that you need to get 30% of your goal in the first 48 hours, and a recent study has found that to be pretty true. So what does that mean? It means that the biggest push of pledges needs to be at launch. Therefore, starting to market after the Kickstarter launch would be extremely detrimental to the campaign.
“If your game has 1,000 wishlists on launch, it may sell 500 copies in your first week and 2,500 copies in your first year on Steam.”
Make it a goal to gain wishlists months before launch.
- Asterism does not have a demo out yet
- Asterism is not 100% being actively promoted (2 other games are sharing promotion time with it)
With this context, we can reasonably assume that the amount of passive daily wishlists will increase once there’s a demo released (which will lead to let’s plays and journal coverage) and the project is being worked on more frequently.
Each week Asterism currently gets around 36~ wishlists. This means that, if it kept up this rate, in a year…
What point is too late to start marketing?
In recap… start collecting wishlists early and give yourself time to tell the world about your game!
Wishlist my game on Steam!
















