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In Guild Commander you manage your guild to victory! Deploy your guild members and save your world from the Necro Lord!

Post news Report RSS Guild Commander, my Greenlight experience so far

I did learn a thing or two after it took over a year for my “software” title to get greenlit, but I still have a lot more to learn.

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I did learn a thing or two after it took over a year for my “software” title to get greenlit, but I still have a lot more to learn. For example, I didn't even know IndieDB existed until after I submitted Guild
Commander on Greenlight (too busy in my own world). I also hadn't been talking about my game at all, even on my own YouTube channel, during development.

In my own defence I wanted to showcase a nice polished game, but I've learnt with my latest experience that it really is important to start building a fan base as soon as a game concept is playable. Guild Commander is doing ok on greenlight, I just checked and it’s 48% to reaching the top 100, and I submitted it on the 11th of November 2014.

I did do at least one thing right. Rather than a typical trailer I made a video of me explaining the gameplay, and I believe in my case this has been effective because the gameplay is a fair bit different to the norm. So far the video has been warmly received with no thumbs down. That doesn't mean you should go and down vote it now :).

For my next game I realise now that I should start talking about it as soon as I have a playable prototype ready that clearly demonstrates the core gameplay. My intention is to then post it up here on IndieDB and I think it wouldn’t be a bad idea to make a Steam community group as well. Personally I wouldn’t approach Greenlight at that stage. My experience is that without a fan base I only received solid voting in the first four days or so, and I think that is because a new Greenlight title will only be in a Steam user’s Greenlight queue for a few days before it becomes too old. After that I had to actively engage with people (starting with friends).

My strategy next time will be to be more patient and hold off from Greenlight until I have an active fan base of a few thousand gamers, and a playable demo that is reasonably bug free and that gamers find fun. Getting a few thousand people to back any game is of course a major undertaking, but I think in a way achieving such a goal will mean that there is a fair chance that such a game would do fine when released commercially.

I think the key to Greenlight is to have an active fan base already behind your game so that they can propel it through Greenlight and spread the word for you.

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