I agree with the sentiment above, I think you've got to think about which pieces of the game are really unique and appealing, and then how you can build a small game around that to start. For instance, the Spore spaceship creator sounds awesome, but it's not key component of the game and frankly 80% of the functionality is easily replaced by stock "ship types" with customizable weapons/armor loadouts (see Galaxy Online II on Facebook for a good example of this). You can cut that out
Try to boil it down to what's actually unique and you'll be a lot better off doing it yourself
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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics
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In Topic: Space game design
13 September 2012 - 03:18 PM
In Topic: Where can we find funding for Game Development
22 August 2012 - 02:09 PM
Not to plug my own post here, but seriously go read this: http://blog.betable.com/how-to-succeed-on-kickstarter/
There's a lot of tips there that are applicable to your project. I agree with the above comments as well that the story needs work. When writing a pitch, try the following format:
There's a lot of tips there that are applicable to your project. I agree with the above comments as well that the story needs work. When writing a pitch, try the following format:
- Attention
- Interest
- Desire
- Action
- What if Mars was not always a desert?
- The fact is: it wasn't Mars was destroyed 50,000 years ago when it's human population destroyed the ecosystem and stripped it of resources.
- Now you have the chance to go back in time and save the planet and it's people from extinction in a massive, open MMORPG.
- Act now to make this game a reality.
In Topic: Monetization ideas
25 July 2012 - 06:57 PM
I agree with what was said above, incentivizing clicks or trying to "tweak" the advertising model in some way will usually get you kicked off of those services. The weeded out all of those arbitrage scenarios a while ago. Instead, I'd recommend looking at new monetization methods, such as:Shameless plug, I know, but our goal is to help solve this problem
In Topic: I there a way to promote our browser based online game in lower cost?
12 July 2012 - 03:54 PM
Hey turch, thanks for referencing the podcast post from our blog 
I think the biggest tip I can give you is to find communities relevant to your game and be straightforward with them. Say that you've been working on the game for a year, think it's something they would like, and ask them to try it. These communities can be on Reddit, forums, or otherwise. Use social media (Facebook, Twitter) not just to promote your game but to engage your fans. You've got to do things like in-game contests, giveaways, and cool pictures/videos to make the social content something people actually enjoy. The goal here is not to spam everyone about how great your game is, but actually create a community of passionate fans around your game. From there, you're off to the races
Good luck!
I think the biggest tip I can give you is to find communities relevant to your game and be straightforward with them. Say that you've been working on the game for a year, think it's something they would like, and ask them to try it. These communities can be on Reddit, forums, or otherwise. Use social media (Facebook, Twitter) not just to promote your game but to engage your fans. You've got to do things like in-game contests, giveaways, and cool pictures/videos to make the social content something people actually enjoy. The goal here is not to spam everyone about how great your game is, but actually create a community of passionate fans around your game. From there, you're off to the races
Good luck!
In Topic: Pay people to try your game?
06 June 2012 - 05:28 PM
While I commend you for trying to be creative, this sounds like a scam. I would proceed extremely cautiously
If you want to pay for players, I think you're much better off purchasing incentivized installs from big companies such as TapJoy. These are reputable companies with significant publisher networks that can push out your game, so while you may be paying a fair amount, you know they're legit. At that point, if you've made a good game, the people they drive to your game will play it
If you want to pay for players, I think you're much better off purchasing incentivized installs from big companies such as TapJoy. These are reputable companies with significant publisher networks that can push out your game, so while you may be paying a fair amount, you know they're legit. At that point, if you've made a good game, the people they drive to your game will play it
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