| My two cents... Unless you're a marketing wunderkind, you should either keep your marketing costs at zero or do something like a kickstarter project. Keeping your marketing costs at zero just means you don't really do any marketing, but rather go out and sell your game to anyone who will buy it. Sell it to family, relatives, friends, community groups in your area, people at boardgame meetups, coffeehouses that have boardgames for patrons to play, etc. etc. Sell it for $5 or $3 or whatever. The point is: find at least someone to buy (with real money) your game. Then, move from there and iterate or polish-up or whatever. A kickstarter project is self-explanatory. ---- Individuals who design and build something to sell can often be stuck in a sort of launch limbo because they're either too afraid to try and sell something or feel like they lack the knowledge to sell something. I know a technical founder who read introductory sales books before finding his first batch of customers. Should you read sales books? Maybe. If you do, make sure you blitz-read them for the basics and then get out and try selling your game. Selling online or offline ultimately comes down to the same thing when you are starting out: try, fail, learn, and repeat until you get your first sale. The only other advice I can give is that a "yes" or "no" should be music to your ears. A "maybe" should frustrate you. You should hate hearing "maybe". Maybe-land is the worst place to be when trying to sell something. |