I am a designer self publisher of 5 games I've launched so far, with 4 or 5 more invarious stages of development up to and including Beta testing.. I have 2 card games Derail and Cup of Trembling along with 3 tabletop games in my "Pocket Conflicts" series; Fire, Iron, and The Slot. "Pocket Conflicts" mean just that, the base game can fit in a shirt pocket and being tabletop can be played almost anywhere. I try to make my games easy to learn and play but most of all FUN. I use 3D printing technology for the miniatures I use. Some of those prints are used to amke molds for resin casting. Two of the games in development are board games and these will begin being Beta testing soon. So far I have been self marketing to local stores and in farmers markets in my area. i also sell my products on Etsy.
Greetings from Michigan
Fri, 08/23/2013 - 21:35
Sat, 08/24/2013 - 06:26
#1
Congrats and welcome
Congrats to your success and welcome to the forum.
Sun, 08/25/2013 - 13:17
#2
Indeed congrats. Looks like
Indeed congrats. Looks like you are a lot further along than many of us. my game (www.facebook.com/warringkingdom) is my first and only in beta atm.
Any tips to share? Does marketing local work well? Can you tell us a bit more about your games (scale, production, concept etc.)?
I market it under the name COT products which I pronounce C. O. T. Products, it is named after our first game "Cup of Trembling" this is a 2 player card game based on current events. The first edition is a conflict between Egypt and Israel. The cards are actual military equipment or forces that each country has. These are used in the combat between the 2 sides. The goal is to capture or destroy the other's capitol.
Derail is the most popular game I have so far. It is a family 2-4 player card game. Each player is on a rail journey and you have to collect all the rail cities you stop in to win. It has event cards to help or hurt you.
The "Pocket Conflicts" series of games were created to make miniatures games easier to learn, faster to play, easier to carry with you, and thereby more fun. I played Dirtside 2 and General Quarters 1 and 2 for many years but got tired of complicated tables, drawing chits, calculating this and that. Few people around me where interested in learning a "complicated" game that could take 20 minutes for 1 turn cycle. So I devoloped the first of my games with the following concept "If you can see it you can hit it":
Fire!: It is a tank combat game comes with 2 of each color tanks and 2 D10. It is an opposed dice roll no chits or tables, etc. The reason I went with different colored tanks is I was tired of playing with camo tanks that no one can remember whose tank is whose. Also the starter sets colors are wide enough apart that even a color blid player can use it. (A suggestion from a customer who is color blind). I also make additional tanks and vehicles to add players or expand forces with.
The came Iron, it stemmed from my love of history and civil war ironclads. Yes it is a battle between the USS Monitor and the CSS Virginia. I use 3 D printed scale miniatures 1 D6 die and accessories.
The latest also comes from my love of naval history and is titled The Slot;
Once again I have simplified naval combat for the Soloman Islands campaign and the battles with the Tokyo Express. The starter set comes with 4 destroyers, 2 of each color, D6 and damage sheets. my first expansion adds 2 light cruisers.
All my card games, data sheets, instructions are self printed for now. If enough success hits that I can send them out of house, great.
As for the local marketing I have determined the following: Farmers markets will not make you rich BUT the number of local contacts you can make are amazing. Such as teachers (who have expressed an interest in Iron , Derail, and The Slot as teaching aids to launch subjects such as history or geography), Church youth group leaders, and "Closet" Gamers.
I also make an effort to buy some supplies from local hobby shops rather than on line when I can. My reasoning is this: How can I expect them to help me with my business if I won't help them with theirs?
I usually go in the first couple of times to purchase dice or something basic but buy enough (10-15) so it makes an impression on their memory. After A couple of visits I mention what I am doing with their dice( or whatever) and do a short elevator speech about the game(s). I offer to show them it but do not try to sell to them at this time. On the next visit I give them one of my broichures and mention I have dealer pricing available and that I am willing to topromo nights where whatever I sell they get the markup amount like they had brought it into stock directly. There is no upfront cost to them at all.
This is what I call local marketing. And if the Lord blesses you and you are successful NEVER forget those who helped you out at the beginning. Give them a chance at the first releases before everyone else.
My "Niche" or concept if you will is I want to bring more people into playing games so the games cannot be overly complex or expensive.
I hope this helps you all.