Hi #IndieGameDev, a small hack for your game market study: the targeting tool of Facebook Ads Manager facebook.com/business/tools…
You might wonder how big is your market or at least a ballpark idea of its size. Niche? Mass market?📈
Here's a tip:
(Thread 👇) #marketing#gamedev
Start a draft of Ad Campaign on Facebook Ads Manager & test your target criteria 🎯
During the process, the tool will give you an estimation of your audience. For free 👍
(Of course you need to define your targets first, but it's a crucial exercice to do in any case)
Here is a quick and lame example: Let's say that I want to create a racing game around Star Wars universe.
Location: Worldwide
Age: 18-45
Interests: Stars wars AND Racing games
Potential reach: 1.5M
Of course you should refine this, be clever about your target definition, add criteria & interests to capture an accurate idea of your market.
In the end, you might find your target doesn't exist or is too small, that's a strong signal that you should check again your positioning
If it exists, you should make sure your team, your budget (especially marketing budget), and your game scope fit this ambition🖖
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Hi #indiegamedev,
I know many indie developers wonder how to fund their game. Let's talk about it with graphics and figures.
Here is the example of @CryingSuns 👇
Feel free to reply with your funding structure fellow indies 🖖 #gamedev#gamefunding (thread)
Self-funding:
Basically, in our case, revenues from previous games and work for hire.
(It could be your own savings of course if you start from scratch)
Self-funding is risky but freedom has a cost of course.
Work for hire also has a cost: time and energy you don't spend on your game, delaying your schedule.
I performed a small marketing experiment at @AltShift_Games on @CryingSuns' Epic version.
We added a QR code on the game's menu redirecting to the iOS / Android store pages.
Our question: Did it generate sales on mobile? (Thread) #gamedev#indiedev#marketing
1/5 Did Epic players flash the QR code?
Yes, we have an average of 3,45% of Epic players who flashed the code and visited the store page adapted to their mobile.
Small surprise, this rate is higher than expected. A good additional traffic from the Epic version.
2/5 Did it change the usual conversion rate? (i.e generated more sales per visit)
Yes, significantly on iOS, between 5 & 10 times.
Not significantly on Android (the small increase on the 14th is probably due to our starting discount), but always nice to have additional volume.