There are many ways to grow a community and in this guide I’ve tried to cover a range of ideas without diving too deeply into any one thing specifically. In future articles I’ll dive deeper into specific ideas but I’d like to wrap things up with a few final thoughts.
Up until now this guide has focussed on easily actionable things that you can start doing today to grow a community. For part 4. I want to focus on longterm activities that will improve your passive followers over time and is what I believe to be the most powerful form of marketing.
Our website is now set up and our social channels are in place, it is time to put on some shoes and look into how we can grow a community in person.
Today we move beyond the basic elements required for growing a community and dive into social media. It may be one of the biggest tools we have but it must be handled properly, otherwise it will end up doing as much harm as good.
In this guide I'll be sharing over 20 recommendations for how to grow a community and talking in detail about the way I built my audience in the build up to my first Kickstarter.
One of the lesser-known parts of running a Kickstarter is just how many people cancel their pledges or decrease from one reward tier to another during the campaign. When you login to see how things are doing, it’s not uncommon to see the dreaded red labels.
In many ways launching a crowdfunding campaign is a tick box exercise and there are long lists of things you need to do and things you need to avoid. You still need to have a good game, but no matter how good it is or how big your audience is, if you tick the wrong boxes you’re going to struggle.
Ever since Kickstarter added the pre-launch feature I’ve asked myself, how many followers do you need in order to fund? Today I would like to share the stats from The Isle of Cats: Don’t forget the Kittens and a few calculations!
When it comes to shipping games we often talk about fulfilment and how to get individual products to customers. This is certainly a critical part of the process but before fulfilment can happen, we must get our games to the fulfilment centres.