Day Twenty Nine

I spent four hours today researching things and doing admin work. Sometimes game dev doesn’t involve very much… uh… game dev… I did redesign that competition splash screen I did two days ago, though, in the 30 or so minutes I had the project open.

Have I mentioned that I hate marketing? Marketing is hard. I’ve gotta work out who is likely to want to play/stream/talk about Polyfury - in this case specifically on Xbox, then I’ve got to get in touch with them somehow (I often can’t), and I’ve got to convince them to open my email/DM with just a single line of text. Aaaa.

If they actually open the email, I’ve got to immediately grab their attention (good thing I’ve got a good gif for that I guess), and offer them something worth streaming/talking about. The game itself generally isn’t enough, even if it’s a free demo. I’ve got things like cheat codes, people like googly eyes and being able to distribute a cheat code for that is Old School (which is cool I hope?). For press, I can talk about some of the cool accessibility stuff I’m doing, and how that works. Plus the fact that £1/sale is going to SpecialEffect!

I’ll be sending a few hundred emails over the next few weeks I imagine. But guess what? That’s not even it! I’ve somehow got to be able to reach all of those Xbox players after they’ve played the game, and there’s no easy way to do that 😂 that’s why I’m hosting this competition. Hopefully we can get a few people into the Discord server.

What’s next?

More Triangle Twins stuff. Alpha in July, hopefully alongside the next big event, so there’s something for non-Xbox players to do!


I hope you enjoyed reading about my Polyfury progress. If you have any questions or thoughts, please feel free to leave a comment below. Thanks for reading, and maybe check out the demo:

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Day Twenty Eight