How to organize a fundraising campaign for my game
Posted: 15 Jun 2013, 21:17
Hello,
A friend and myself have developed a the platform game Plee the Bear on our spare time for several years. You may have heard about it, otherwise: it is about a bear who wants to rescue his son who has been kidnapped by god. Well, actually he wants to rescue him in order to slap him because he ran away after eating all the honey…
Unfortunately we stopped having enough spare time before finishing the game, thus we also stopped the development. The game was developed and published as free software (GPL and CC-by-sa). It received good feedback and we still have between 20 and 60 game launch of the demo per day.
Now we are thinking about working again on the game. We wrote down every details of the work to do, estimated it in terms of time and money and we stopped again because it will cost one year of work at full time (and we still have to pay our food and our loans during this time). Thus we would like to start a fund-raising campaign to support our work. We know that crowdfunding does not work very well for games so we think we will focus the campaign on the free software part first, then on the game's content. We would also like to provide some gifts for the best sponsors but most of the fun things we think about will cost too much work.
So that's why I am here. In your opinion, how should we organize the campaign and what kind of counterparts will be interesting?
The game also has a page on IndieDB and the first campaign will certainly be about a refresh of the style toward something like that:
A friend and myself have developed a the platform game Plee the Bear on our spare time for several years. You may have heard about it, otherwise: it is about a bear who wants to rescue his son who has been kidnapped by god. Well, actually he wants to rescue him in order to slap him because he ran away after eating all the honey…
Unfortunately we stopped having enough spare time before finishing the game, thus we also stopped the development. The game was developed and published as free software (GPL and CC-by-sa). It received good feedback and we still have between 20 and 60 game launch of the demo per day.
Now we are thinking about working again on the game. We wrote down every details of the work to do, estimated it in terms of time and money and we stopped again because it will cost one year of work at full time (and we still have to pay our food and our loans during this time). Thus we would like to start a fund-raising campaign to support our work. We know that crowdfunding does not work very well for games so we think we will focus the campaign on the free software part first, then on the game's content. We would also like to provide some gifts for the best sponsors but most of the fun things we think about will cost too much work.
So that's why I am here. In your opinion, how should we organize the campaign and what kind of counterparts will be interesting?
The game also has a page on IndieDB and the first campaign will certainly be about a refresh of the style toward something like that: