Re: *UPDATE* [8/31] Comprehensive patreon list
I always feel like the work should speak for itself. A demo is a good way to do that.
When I first started working on FSA, my hope was that I could eventually finish it and maybe I would end up getting hired as a developer to do other stuff.
Or, even better, start making not-free games, and people would buy them based on how good FSA is.
At one point I was thinking of having a demo version of FSA, with the full game being purchasable.
I never imagined that setting up a patreon account would do me any good, but now I can actually commission artwork for the game.
Even better than that, all my future games can be free too. I'm.. still not sure why some of my patrons are willing to pay me more than $1 a month, but I do very much appreciate it.
Anyways.. I'm just saying that when you go into Patreon it's a good idea to already have a demo ready.
I'm still not sure how some Patreon creators do so well without having anything ready for people to try out,
but I guess it has a lot to do with charisma, being organized, having a plan, and other stuff that I'm not very good at.
I do know that if you're passionate about your work, then your supporters will be passionate about your game. Don't let your patreon go for weeks (or months) without an update.
Keep your patrons informed about what you're doing on a day to day basis.. even if it's just picking your nose. xD
I do have a plan on how to get more support for FSA. I just want to wait until I have an ideal version of the game.
The last public release was rather embarrassing. I'd guess all the game stopping bugs probably cost me a lot of support, sadly.