u/Korut

Launching a game in barely 2 days and freaking out.

Launching a game in barely 2 days and freaking out.

Hi all!

This is probably my first post here, as I tend to be more of a lurker.

This Tuesday 19th we are launching our first game Fluffypede in Gamefound, and well, we are freaking out. Me specially xD. We have been working on this for 1.5 years, and we already had a failed launch in Backerkit at the start of 2025. It launched basically too quickly with barely any support, subpar art and terrible campaign page. We just wanted to be part of their Pockettopia event to learn about crowdfunding... Well, we learnt all right. All the things to not do xD

We have been working a lot on this (it is basically just two of us on our free time, and our artists in their own time), but I just feel that we cannot really compete with the behemoths out there marketing wise. There is SO MUCH WORK in self-publishing: what needs to be done for the campaign, promotion, updates, showcasing the game, dealing with manufacturers and fulfilment... Did I mention that we are going to UKGE in the middle of the campaign? Yeah, also that.

There are a lot of things that we want to do, and a lot that we simply cannot afford time or money wise in this first project. And it is very painful.

Sorry that this comes a bit like a ramble. I guess I am hoping that other people have gone through similar experiences and are able to share some insights on how to cope and avoid comparison with others. Or some nice tips. Or reveal some campaign must have that I will need to anxiously fix in one day 🙃. Like really, how do you deal with this as solo or very small team designers?

Meanwhile, I'll go back to obsess over the campaign page and find more things that are missing instead of sleeping xD

u/Korut — 4 days ago

Just got my pledge today. The packaging for this game is amazing, and the most original I have seen.

u/Korut — 21 days ago