Gabriele RomagnoliHostWhat hasn't worked is doing nothing [laughs] of course.
But n- I would say knowing your audience, and that can be hard because maybe you don't have one quite yet, but at least if you can compare your game's genre to another game that's already been out, even if it's a flat game, you can kind of start to reach out at least to those creators that have, uh...
Well, I guess there's a lot of different branches we can go, but I'll talk specifically about, you know, if you want to reach out to a content creator for coverage.
Find creators that are in, that have made games in a very similar genre that you're making.
So maybe you're making, like, a cozy art type of game.
You know, look, uh, it's gonna take some time, and it's either time or money.
Uh, [laughs] either you can go to someone like Impact Reality, uh, or Noetic, you know, one of those talent managers and just have them do the work for you if you have money, or you're gonna have to do a little bit of research on your own.
Well, if you're doing...
And also consider the audiences for each platform.
Um, very beautiful, artsy, um, type games or, like, Subside, you know, that kind of stuff would work really well there.
But if you are doing, like, a game that you are gearing towards younger kids, maybe it's cartoony, uh, Gorilla Taggy, I Am Cat, whatever, then yes, TikTok is gonna be your friend here.
No matter which platform you end up deciding, you should still be on YouTube anyway, 'cause the, the age range there, um, is much more flexible than some of the other platforms.
But there's-- I feel bad 'cause there is just so much information out there, and if you're, like, a solo developer, I know that you're j- just trying to make the game and get it out there.
Um, but, you know, don't forget to take maybe even if you have to budget that time out of, you know, cr- of creating the actual game, spend an hour, spend two hours each day being able to do that research, you know, writing down people that you think you wanna reach out to.
And it doesn't al- don't feel discouraged that you have to put up money, you know, when you're asking these creators to cover your game.
A lot of them, if they really love it, if it's some, if it's in their wheelhouse, they'll be happy to cover it for free, so, um, but yeah.
I guess it also depends on their subscriber number [laughs] as well.
I think that, so the most effective is, as you mentioned, finding these developers that keep sharing and become their own brand, right? So they, they share experiment, they share, "Oh, look at the improved physics of the game.
Oh, look at how the eyes now explode because it's broken, and so, but it's funny," right? And so even all these fails are totally, uh, fine.
What hasn't worked is doing nothing [laughs] of course.
But n- I would say knowing your audience, and that can be hard because maybe you don't have one quite yet, but at least if you can compare your game's genre to another game that's already been out, even if it's a flat game, you can kind of start to reach out at least to those creators that have, uh...
Well, I guess there's a lot of different branches we can go, but I'll talk specifically about, you know, if you want to reach out to a content creator for coverage.
Find creators that are in, that have made games in a very similar genre that you're making.
So maybe you're making, like, a cozy art type of game.
You know, look, uh, it's gonna take some time, and it's either time or money.
Uh, [laughs] either you can go to someone like Impact Reality, uh, or Noetic, you know, one of those talent managers and just have them do the work for you if you have money, or you're gonna have to do a little bit of research on your own.
Well, if you're doing...
And also consider the audiences for each platform.
Um, very beautiful, artsy, um, type games or, like, Subside, you know, that kind of stuff would work really well there.
But if you are doing, like, a game that you are gearing towards younger kids, maybe it's cartoony, uh, Gorilla Taggy, I Am Cat, whatever, then yes, TikTok is gonna be your friend here.
No matter which platform you end up deciding, you should still be on YouTube anyway, 'cause the, the age range there, um, is much more flexible than some of the other platforms.
But there's-- I feel bad 'cause there is just so much information out there, and if you're, like, a solo developer, I know that you're j- just trying to make the game and get it out there.
Um, but, you know, don't forget to take maybe even if you have to budget that time out of, you know, cr- of creating the actual game, spend an hour, spend two hours each day being able to do that research, you know, writing down people that you think you wanna reach out to.
And it doesn't al- don't feel discouraged that you have to put up money, you know, when you're asking these creators to cover your game.
A lot of them, if they really love it, if it's some, if it's in their wheelhouse, they'll be happy to cover it for free, so, um, but yeah.
I guess it also depends on their subscriber number [laughs] as well.
I think that, so the most effective is, as you mentioned, finding these developers that keep sharing and become their own brand, right? So they, they share experiment, they share, "Oh, look at the improved physics of the game.
Oh, look at how the eyes now explode because it's broken, and so, but it's funny," right? And so even all these fails are totally, uh, fine.
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