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#11
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Thanks for posting all that, that's really helpful.
For one of the projects I'm involved in we're really going for high production values. A lot of smooth animation and multiple environments. So I was thinking about crowd funding to help make sure we can meet our creative goals. Cheers Shaz |
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#12
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I hesitated very long (at least in my terms
), but now I decided to go live with our crowdfunding project on IndieGoGo instead of Ulule or Appbackr.I still wait for Appbackr on the Appfigures vs iTunes Connect thing and Ulule lost due to less popularity. So if you want, you can check our crowdfunding project here: Battle Mage Academy on IndieGoGo If you even contribute, we are very thankful. |
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#13
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My project was released on Appbackr.com and they said, they will work with Appfigures together to make things easier for developers.
Now the situation is a bit strange, because I don't want to look like a scammer trying to take money from everywhere, but I don't know what to do. |
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#14
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Do you guys think it would be feasible to use crowd funding to pay for marketing of a game? Just wondering
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#15
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Structure your pitch and rewards right and crowd funding is possible for anything.
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#16
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Nice list. We're actually working on a kickstarter campaign right now - I'm editing our video. Hopefully we do well, good luck with yours!
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#17
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What I find mind blowing is just how many ppl will pay big bucks for a title on KickStarter. No actual ROI, just in-game rewards? Amazing stuff!
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#18
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Have been tracking some Kickstarter iOS projects recently and it looks like a good approach to funding. Rather than asking a small amount of people to invest a lot of money, you're asking a lot of people to invest a small amount.
One common reward I see, though, is: "will be emailed a download code for the game on launch." — Anyone want to hazard a guess how they're doing this through iTunes? For several thousand backers this can't be easy (I'm not even sure it's possible…) |
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