Collegiate Corruption, the marketing plan

I’ve always bailed on the marketing for my projects. Mostly because it’s a really foreign concept to me. Much like picking up the phone and actually calling someone, it’s actually a painful experience. So naturally, it’s the first thing I cut when I’m stressed.

Repeat after me: I’m not giving up on marketing this time.

In order to actually achieve this goal, I’m going to make things stupid simple for myself. I’m also going to celebrate small successes and make the results visible. I’m limiting my marketing outlets to things I understand and I’m going to schedule my posts/activities to keep myself on schedule. I’m sure I’ll miss some dates (probably each week), but the important thing will be to persist.

The Plan

  1. Create an online identity for Collegiate Corruption.
    This means a functional website, which will sit at collegiatecorruption.com, that references the other outlets.
  2. Show off features, concept art, screenshots, and demos as often as possible.
    I’m going to use IndieDB as a dev log, where I will talk about new features I have implemented and share as much cool stuff as I can. I will attempt to post there once per week, even if the update isn’t significant in a lot of ways – each post can hit the front page and has the potential to develop a lot of interest.
  3. Socialize with other game developers on common outlets.
    I’m going to continue to tweet about game development topics, using high traffic hash tags to create more interaction. I will also participate in conversations in the /r/gamedev subreddit.
  4. Utilize organized methods to show off the game and get feedback.
    The /r/gamedev subreddit has “feedback Fridays” each week where you can post a playable demo and other devs will comment on it. There is also screenshot Saturday, marketing Mondays, and several other alliteration events that get a lot of eyeballs. This should generate interest in the game, or at the least, functional criticisms from other people who know what they’re doing.

Any one of these ideas can be abandoned, changed, ruined and things will still be okay as long as I persist with the effort. I don’t think it will be enough to build a mobile game to have it be successful; I think it ultimately needs an audience when it is launched.

Maybe these efforts won’t help a lot, but certainly having *some people* see the game idea is better than none!

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