Posts by Indieformer
(8/8) It will cost you money to make money. Hundreds of great campaigns are live right now. Paying for visibility is often the only way through. We're still mid-campaign, but wanted to write this while it's fresh. Good luck out there!
(7/8) Kickstarter doesn't fund games. You do. You need to bring the audience from day one. "Winging it" is not a strategy. Don't set a launch date until you know you can rally people behind it.
The advice we got: don't launch until your community is ready. Take that advice.
(6/8) Meta ads (FB/IG) were our best pre-campaign tool by far. Test multiple creative options. Budget for someone who knows what they're doing. Reddit ads drove wishlists and Discord joins but didn't convert to backers as well.
(5/8) Content creators won't save you. They're good for awareness, but their audience is theirs, not yours. Don't build your launch strategy around someone else's community.
(4/8) Research every festival, every site, every press outlet that might cover indie games. Then do outreach. Manual, personalised outreach. We spent MONTHS on this. It's "boring" work, but needs to be done.
(3/8) Physical rewards are highly recommended. Digital-only is great, but many backers want the option of something they can touch.
(2/8) Custom art isn't optional. Stock assets don't cut it. People back campaigns that look like they're already real. If your page looks generic... you're done before you start.
We launched our Kickstarter just over 24 hours ago. Fully funded in 3 hours.
November: 10 people in Discord, no demo, no assets.
Today: 200+ Discord members, public demo, funded campaign. This is what happened. đź§µ
And we accidentally love you for it 🙏
Go check out the live campaign → www.kickstarter.com/projects/ind...
Somebody pinch me!
LIVE. WE ARE LIVE.
We got here, launched a thing. And people are helping bring the project to life.
Great to see all of this work come together, and people resonate 🙌
This is nerve-wracking.
First Kickstarter campaign we've ever run. About 24 hours till we launch.
Been working on this campaign since November last year. Wish me luck!
3D hack-and-slash meets bullet hell. You're an exorcist fighting demon girls and stealing their weapons.
- Combat is fast and actually rewards parrying
- Boss rush style intensity
- Visuals are incredibly sharp
Homura Hime. If you like DMC or NieR, this is a must-watch.
You’re a goblin chef making sushi out of slugs, caterpillars, and "freshly blended toads" for other goblins.
- Roguelike restaurant sim
- Your main enemy is the landlord, rent is due every 2 minutes
- Tons of weird customers like "Poop Goblin"
Goblin Sushi. Stressful as hell but the humor is great
This is a wordless Metroidvania. No text, no dialogue, no UI.
- Extremely atmospheric (reminds me of Inside or Limbo)
- Zero hand-holding
- The art style and lighting are doing A LOT
SELINI. It’s been in development for 10 years by a solo dev and it definitely shows in the polish.
It’s a deck-building roguelite, but instead of cards, you’re recruiting "mercenary pieces" for an auto-battler board.
- Board game inspired turn-based strategy
- Combine mercenary traits to find broken synergies
- Permadeath, but you build up an Outpost for permanent upgrades
Master of Piece.
This one is wild. It’s an anti-capitalist merge game based on Greek mythology.
- Merge mechanics used for town-building
- Artemis vs. her "billionaire" Olympian family
- Mini-games that are basically match-3 auto-battlers
Mythmatch. It’s like a cozy life-sim but with a lot more "eat the rich" vibe
If you’re into turn-based stuff, this one is a roguelite RPG that feels like a tabletop session.
- 12 hero classes with deep synergy
- Over 700 items and artifacts
- 10 difficulty tiers if you actually want to suffer
Valor of Man. Good pick if you want a strategy game you can just sink hours into.
This is a literal puzzle platformer where the level itself IS the puzzle.
- Literal jigsaw mechanic
- 100 levels that get surprisingly technical
- Very chill, lo-fi aesthetic
It’s called Piece by Piece. Honestly a clever way to make a platformer feel like a brain teaser.