Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
( 1)

Hey there! I have to agree with everyone else here that marketing is a big issue. I am constantly on the prowl for otome games or similar, so I found Heaven's Grave on itch.io pretty quick. But on the otome social media groups I follow, there was radio silence. Your games are well-written and a great price. They deserve to be doing well imo, so hearing they're not is a real shame. Another person you can ask to do a review (of either the demo or the game) is https://blerdyotome.com/. They're fairly active and have pretty reasonable reviews.

I understand the lack of media presence. I'm not very into social media myself, so I get your reasons. Unfortunately when it comes to commercial games, social media is life blood. Especially in this environment. I've been into otome games for a long time (15 years give or take) and there's been a huge shift in content between then and now. A lot of indies are interested in doing VNs now. And while the audience has certainly grown, I feel the market has outpaced it. If you do a kickstarter, please do this-check when other otome-like games are running theirs. I've seen promising kickstarters fail not because they were bad necessarily, but because multiple otome games were running at the same time. People with limited money are forced to pick and choose between games they may have supported at another time. 

Kickstarter in general has also shifted...I've been supporting otome games for a long time (will support yours when/if you do it) and I feel people used to support more in the past. This was partly due to the lack of any otome games whatsoever, but also because Kickstarter was brand new, and had people's trust. However, people using it to scam others out of their money, never delivering what they promised, or giving out refunds, has shattered that trust. People are very wary now. I hate telling you this because I don't think there is much you can do about the current state of affairs, but I think the one thing you can do is talk about your previous games. If you do the Best Friends Forever kickstarter, link your other finished games, talk about them, show potential backers you have delivered in the past. That gamedev isn't a new field for you-you're reliable. It's great press not only for BFF, but your past works as well.  Oh, and of course, have a demo. I can't remember where at the moment, but there was a survey/study people did that showed kickstarters with demos did a lot better than those that did not.

Another option I've noticed some indie VN devs do is Patreon. I believe Royal Alchemist does it as well as Fablesoft. I don't think this will get you a lot of money, but any is better than none. 

As you are alone, you need to add marketing into your work time.  Marketing and word of mouth takes time and that needs to be added into your game release estimate. If you Kickstart, be fairly active in updating your funders-monthly would be ideal. Even if you don't feel like you have any updates to give. People just want communication. If it helps, make a little percentage progress graphic with things like writing, editing, backgrounds, etc. Even if you don't have a lot of progress to report, just seeing the writing bar change from 55% to 60% helps both you and the backers realize work got done. 

Another Kickstarter suggestion is to mix up the pricing of your tiers. Do not be afraid to have a couple really big, costly tiers ($200 ) with a lot of smaller ones. I've seen Kickstarters where the max cost tier was $ 60. The Kickstarter would then fail because people would refuse to give more. There are big funders out there, but they won't give more unless there is a clearly stated option to. They must feel like they're getting their money's worth even if in reality, the product to cost ratio is much more favorable to you (like an extra character they designed getting added to the game, with all the other previous tiers rewards). If you say a tier reward is $60, it's $60 dollars. That's it's declared value. Some kind backers may give up to $75, maybe even $80 for it, but beyond that? People's lizard brains kick in. They get stingy. They start to realize how much they're actually giving and rationalize that it's not worth it. 

Have 1 dollar tiers! A lot of people use 1 dollar tiers as little reminders to update their pledge, and again, some money is better than none. Usually these tiers are thank you notes or names in the credits...Basically, just have a lot of tier options. The more, the better. Some people may want an artbook but not key chains, or two itch.io keys instead of one, etc. 

As someone else said on here, talk/follow other VN devs. I can't say if there are deeper issues, as I am not a game dev, but on the surface at least, VN game devs really want to help each other. Over time they post snippets of their own financial situations, of what helped them and what didn't, game resources, advice for fellow indies, etc. One such person I'd follow is Winter Wolves dev. They are very honest about what works for them and what doesn't, have info on the ins and outs of Steam (lemme just say-your failure on Steam is likely not your fault, the algorithm has changed and fucked with A LOT of indies sales, even more prominent ones), and have been here since the beginning of the VN scene. While I wouldn't take all their advice as gospel (we have different definitions of what good writing is, haha) they are a font of knowledge on the business side of game dev. Check out all their social media, such as their wordpress too. 

Further, tap into their playerbase! Host other people's indie games on your site! Have them host your game on theirs! Encourage each other. Having a central "hub" outside of itch.io would help with that and marketing.

I'm sure I have more advice to give, but my brain's blank at the moment. If I remember anything further, I'll drop it in. I hope you were able to find this useful.

( 1)

Thank you for the detailed response and your support - the things you mentioned with regards to Kickstarter and other devs I found especially useful.

I messaged Blerdy Otome this morning, so I'm looking forward to seeing if Heaven's Grave is a game they would be interested in.

The tips you gave for the Kickstarter campaign - particularly on having many tiers, 1$ tiers, and the more-expensive tiers - were definitely mistakes I could see myself making before, so thank you.

The way you explained the more-expensive tiers makes perfect sense, but I never would have looked at it like and would have likely avoided very expensive tiers before as asking for that much makes me feel a little (possibly irrationally) uncomfortable. 

And I'll certainly check out Winter Wolves and the other devs social medias, as well. 

Many thanks for your advice  - I really do appreciate you taking the time out of your day to offer your thoughts. 

I really can't rec Winter Wolves enough-even if, for some reason, you can't follow them, they're a very good gateway to other indie dev studios. Just by going on their twitter page has twitter recommending me other indie devs to follow. Which leads to more once you follow those devs, and so on and so forth.

Crescent made a good point  on the 1 dollar tiers, just want to point it out to you as I'm not sure how itch.io threading notifications work. Don't want you to miss it. 

As to feeling uncomfortable/irrational about asking for more expensive tiers, don't feel bad about it. That just means you have a strong moral center. Business is...fraught with ethical questions to say the least.  Stores put milk in the back so the customer walks past all their other products and gets tempted. Is that wrong? You'll get many different opinions on that. But like. You're just trying to make a living, not get super rich, so. Honestly, just value yourself and your work. You make excellent games, you put a lot of hard work into them. The relationship you have with backers is much more equal than you think it to be.

Here's some kickstarters I thought you'd might want to take inspiration from. Some have delivered, and others not, but either way, how they set-up their kickstarter got their project funded. I'll note which ones have delivered and which haven't, as that may factor in which you choose to look at.

https://www.kickstarter.com/projects/argentgames/red-embrace-hollywooda-vampire-visual-novel/description - a pretty recently done kickstarter, they have delivered. Notable in that a lot of their tiers seem to be digital focused.

https://www.kickstarter.com/projects/896740058/wishes-in-pen-chrysanthemums-in-august-otome-visua/description - I believe this was run sometime last year, haven't delivered yet. You can take inspiration from the tiers, but honestly I think their whole "About Campaign" section is what really shines.

https://www.kickstarter.com/projects/2046671315/dead-wishes-a-visual-novel/description - Delivered. I find the "designing/adding to a background" to be a noticeable digital reward. 

https://www.kickstarter.com/projects/steamberrystudio/changeling-gxb-mystery-romance-visual-novel/description - Delivered. Most of the tier rewards are digital based.

https://www.kickstarter.com/projects/traumendesmadchen/chronotopia-a-dark-fairytale-visual-novel/description - Not delivered, but pretty close to completion. Overall kickstarter and tiers are good to look at for inspiration, overall.

https://www.kickstarter.com/projects/490618601/queens-crown/description - Ahahaha damn this one hurts to post but. Anyway, likely never getting delivered, but regardless I still think the kickstarter overall is pretty good inspiration, 

https://www.kickstarter.com/projects/329540171/seven-kingdoms-the-princess-problem/description - Very close to completion. Of interest to you is the tiers, a lot of which promises character scenes as rewards.

Lastly...don't overwhelmed! There's a lot here I linked you to but you don't have to follow to the letter. The above kickstarters are just suggestions for what you want to do and offer.  I will keep trying to help so long as you keep wanting it. Best of luck to you!

(1 edit)

Yes, I would have likely missed crescentblade's reply if you hadn't mentioned it, as itch didn't notify me, so thanks to you both. 

And thank you, as well, for all the links. I was planning to have a look around and see how other people are doing things before I began, so you've really help me there - especially with the comments you've given on which parts you believe deserve the focus - so many thanks for that. 

With the advice I'm getting from everyone here (thank you all!), with regards to tiers and rewards, I'm beginning to get a good idea of what kind of things are going to help make for a successful kickstarter if it comes to that.  

Thanks again for the help you have provided so far - whatever happens, I can say have I been truly touched by the understanding and kindness show by everyone here. ^_^

( 1)

Yeeeessss those cute little $1-5 tiers can help pull people back in if the project is close to being backed but isn't near to the dead-line.  Giving small little increments that people can go up from with a small reward can really make the difference on pushing over the edge or not.

I have personally seen people throw down for a $100-200 tier if it included something very meaningful like having a character in the game with a personality they could choose or the appearance of a character that they could influence.  Which I personally think is nuts but there are totally those kind of people out there lol.

(1 edit)

Yes, I'd seen those design a character type tiers as well and thought they could be one I could use, so I'm glad to see someone else thinks it could work, as well.

My games tend to have large casts anyway, so it wouldn't feel like they were just being shoehorned in to fulfil the reward. It could actually be quite interesting to see what characters people come up with and then fit them into the game. ^_^