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/agdg/ - Amateur Game Development General

AGDG - The Board
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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: 540c0ef66d48cd1⋯.png (859.13 KB,509x731,509:731,yotsuba_promotions.png)

f7f3f5 No.30074

So I'm close to having something to show for my work, and I'm starting to think about going public. Specifically, how to.

There's obviously YouTube and shitposting here, but how do we actually get attention? How does a game go from unknown to trending? How do we generate interest in our demos/kikestarters/streambait? I've thought about using

>Reddit

but I don't know the first thing about that shitshow or how to exploit it. Likewise for Tumblr, which I've seen a few anons use for documentation at least.

I think sending free copies to e-celebs and journalists is a pretty solid option when a project's nearing completion, but there's not necessarily an incentive for them to cover it. Usually if a YouTuber has any kind of sway, they're getting paid to make those videos.

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f7f3f5 No.30075

YouTube embed. Click thumbnail to play.

One example I've seen would be Earth Romancer, this platform fightan game that's since gone to (((Fig))) for some reason.

It didn't go viral overnight or anything like that, but I had friends link me the debut trailer and a fair few views and subscribers came out of that.

As I understand it, it just turned up in Reddit's Smash communities and did the rounds from there. I'm not sure if it was posted by the dev anonymously or if it just happened organically, though.The video was well-timed, capitalising on Icons' failed reveal. It probably would've done much better for itself if it didn't have its furshit characters front and center, which is more an issue with public image than actual strategy.

Either way, latching onto an existing community seems like the easiest way to build interest. But that has its own pitfalls and invites a lot of direct comparisons. Especially with Smash autists, christ, they're insufferable.

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