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10 Comments

how to balance coding and marketing work?

Hi! I'm a developer/ solo founder working on an idea putting games into slack/discord etc.

I'm struggling with when to end the "build playable demo" first phase, and shifting to things like user acquisition and marketing.
Where should I draw the line? or is it always just a cycle?

One thing about what I'm working on is that it's multi-player so I need a critical mass of users to come in at the same time. It makes it a bit harder to gather people together. We've done a few group playtest sessions and people seem to like it, but there's just so many glaring problems I want to fix before throwing the doors open.

Maybe I should do "marketing monday" etc. and put aside a chunk of time for that.

  1. 4

    Pick some balance to start with and change it over time.
    So at the start of a project 10% /90% code marketing
    Soon graduate to 30/70 one it's usable
    And maybe get up to 50/50
    While it does let decide that lets say you do a full week, 2 or even a month of just marketing.
    If you must have a mass at once, work on preping it all for a big multi channel launch.. prep content and people in different channels...

    You might want to have a cycle of launch, Dev and relaunch..

    1. 3

      There are gdc talks on YouTube.
      One of the games got really good results from putting in consistency.
      Small release every 3 month, big one every 6.
      Small patches didn't help growth, only stuff that could be talked about and consistent timelines

      1. 1

        More play time correlates to more revenue
        https://www.youtube.com/watch?v=uy0Dfr-mnUY

        This is the bigger interesting one
        https://www.youtube.com/watch?v=tmuy9fyNUjY

  2. 2

    You got a great idea in hand, just followed you and keep it up...

  3. 2

    I'm having a hard time doing that actually, but in general, here's what I do:

    • Mornings (before work) I do some coding when needed
    • Evenings, marketing
    • Weekend - coding
    1. 1

      I think the intra-day switching cost sounds too high. Batches for "marketing mode" seem to be more attractive. Or maybe that's just another way to put it off!

  4. 1

    promise the future to early users: sign up now and join a hundred people group when we launch!

    gather their emails while you build the app. keep them updated about the progress.

    beat their expectations when you launch the product.

  5. 1

    It's always just a loop.

    I found a balance for myself: I made a small feature, told everyone at once, got feedback, and continue doing it.

    This way you will always keep people attentive and then they will think:
    Yeah, cool, this guy's doing something.

    1. 1

      that sounds good, I can also put a release cycle together for myself then. Target a release at date X and be ready to switch out of dev mode for a few days.

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