![]() Since then, we’ve tried a few things to give some variety and to see if any particular thing stuck, such as comics and our store, but we soon realized that without putting in huge amounts of effort, they weren’t going to be a huge draw. We started regularly providing content a bit before our Kickstarter in order to drum up a regular schedule of information to fans. It was primarily used to help promote DePaul as a university, but it was mutually beneficial to everyone. ![]() Additionally, they pointed different journalists to us, getting some different conversations going that we might otherwise had missed. It’s hard to say the impact of their reach, but at the very least it helped get word out in a professional manner. There was even less of a boost during the actual conference.ĭePaul had hired a marketing company to help promote the game through traditional outlets, including helping to send out press releases. It was great to get that validation from being in the Student Showcase, but interestingly enough it didn’t play a substantial part in helping get the word out about Octodad. ![]() From then, our traffic started to dwindle a bit. There was a small increase in traffic when the student finalists were announced for the IGF on January 10th, 2011, but that only added about 1000 visits per day for a couple days (doubling our average traffic). Later on, we were even featured on X-Play’s “ Games for Cheap Bastards”. A bit later we had a substantially sized bump from comic-site VGCats (December 9 th), as well. What we couldn’t have predicted was that we later had a boost from Ctrl+Alt+Del comic on November 29 th/30 th that, by itself, was more than the combined hits from game news sites. Of course, it helped that we had a trailer with a catchy song and pitch, and that the game was free to download on our website. ![]() The first explosion came from sites like Kotaku, Rock Paper Shotgun, and Joystiq around November 12 th which recommended playing the game after hearing about it through. (As a disclaimer, I tried not to accidentally leave out key people who have helped us, but I apologize if I did!) But aside from that, it’s interesting to take a look at what has really helped push us into the spotlight over the past couple of years since our release on October 31, 2010. It’s probably not a stretch to say that the first Octodad became popular for two major reasons: it was quirky and it was free. ![]()
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