Director at Hidden Folks (https://hiddenfolks.com).
Game designer of many games (https://adriaan.games).
Usability contributor for the Godot Engine.
Organizer & investor at https://midgame.fund.
Adriaan
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another game funded by Midgame Fund was just announced:
Red Kiss
and it looks incredible, if i may say so
newsletters are rarely talked about in games marketing. here’s why i value them so much:
- i ‘own’ my audience, instead of serving the audience of another platform (steam, discord, app stores, etc).
- can be extremely effective. my last email to 5k subs had a 83% open / 35% click rate.
(1/3)
this looks chill
- i have hundreds of wholesome email threads with fans. genuine emails get genuine responses.
- 98% of your subs are still valid 10 years later. people don’t ‘leave email’ like they leave other platforms.
- best marketing i ever did was a button to signup for when people complete my game
(3/3)
@lenjamakesgames.bsky.social are you planning to release on mobile too?
- doesn’t need to appease to some algorithm and can happily only be used once a year.
- doesn’t need to be fancy. i only send plain text emails and try to be myself / not corporate.
- can be extremely cheap. i use sendy.co and spend about $5 for sending 40k emails.
(2/3)
this looks sick as hell, another legendary @messhof.bsky.social creation?!
this looks like it needs a reaction time that i dont possess 😅 here’s hoping for some accessibility features that will allow me to enjoy this
Godot localization noob question: do I have to add a translation file for the language that is used in the source keys? The intuitive answer is 'no' because making a translation file where the source and translation are the same shouldn't make sense… but the docs don't specify that you can omit it?