ReviveMyDeadGame

New Member
Mar 16, 2025
8
15
A piece of unsolicited advice: if you revive an abandoned game, consider doing a reboot rather than a continuation. Use the general story, the assets (if they suit), the mechanics people like, that kind of thing. In this game where was a mystery set up and beginning to unravel, and we don't know where it was going. Rather than picking up where the Dev left off, I feel like things would go smoother if you took those elements to tell your own story.

Also, I personally consider it bad form to start a Patreon before you've produced a word of a game. Do a 0.01 and a 0.02, maybe even up to an 0.05, and release them here and on . Let people see you can produce something worth paying for and they'll pay for it. Right now all we see is a request for money.
Thanks for your thoughts and feedback! I have actually already produced something. I dont think its too much to ask to have a few backers to revive favorite games. There is interest, maybe just not enough here. The first piece that I've added works with a website called mopoga.com if you want to see for yourself. Easy to ask for things for free harder to actually commit a few dollars for something you really enjoy.
I will take what you have to say to heart though. Maybe in the future I will create my own game based on others that I've enjoyed. If the people want that from me I have no problems to deliver.
 
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Senor Smut

Member
Aug 11, 2020
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Thanks for your thoughts and feedback! I have actually already produced something. I dont think its too much to ask to have a few backers to revive favorite games. There is interest, maybe just not enough here. The first piece that I've added works with a website called mopoga.com if you want to see for yourself. Easy to ask for things for free harder to actually commit a few dollars for something you really enjoy.
I will take what you have to say to heart though. Maybe in the future I will create my own game based on others that I've enjoyed. If the people want that from me I have no problems to deliver.
The problem is, you're basically asking people to buy a pig in a poke. Everyone had been burned on Patreon enough that they ought to be wary of someone claiming that they're going to make something awesome and not providing receipts. I'm absolutely not saying you're a scammer -- I don't doubt that you have the desire to do have a successful game. I'm asking for a few incremental releases to prove that you can walk your talk. Many, many games a very successful by starting out with a handful of free updates to get people hooked, then putting further updates behind a Patreon wall for X weeks or months, or putting the juiciest content behind a Patreon wall. The number of successful games that are completely Patreon from the first step is much, much smaller.

It's not to much to ask that someone promising to provide a product prove that they have the capacity to produce said product. If I had back all the money I've thrown down Patreon holes that never produced what they promised, I'd be much better off than I am now. Showing people you can make something worth buying and then asking them to pay for more is a much surer way to success than demanding people give you money for nothing.
 
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ReviveMyDeadGame

New Member
Mar 16, 2025
8
15
Paywalling an untested game is generally a bad idea. Especially on a site like this. But good luck I guess.
Yeah this game may not be the right fit. Im literally only asking for $5 to access content thats less than a coffee. I'm looking for games with enough people that want to see their favorite projects move forward like the one im currently working on! Maybe I'll change my approach and push out free updates if I get bigger but right now it actually needs to feel worth it to me as well to move forward. In the end I do want to make a difference. Thanks to all for your advice and support.
 

Terakahn

Active Member
Oct 5, 2017
770
372
The most successful model that I've seen for both sides has been early access. Not paywalling the game, or sections of the game, but just how early they can play it. Whether you make that a week, 2 weeks, a month, etc. That balance is different for each game. So that's my recommendation. I didn't pay for the original game and wouldn't pay for a revival, but I would like to see it supported if it actually ends up being a quality end-product.
 
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Kevin Smarts

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Respected User
Game Developer
Jul 21, 2017
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Just because everyone is chatting on this dead thread I'll throw in my 2 cents.
If you want interest and wide enough appeal to make the money to support a project then the best approach is to get people invested first. You do that either by making an amazing AAA game with millions spent on advertising, or you make a phone app and spend tens of thousands on Social media adverts, or you make some kind of access model (this could just be a demo, or Patreon early release, or free to play or free with option to contribute), or if you already make games and have a loyal fan base built in to your business model you can rely on that.

I'm not saying you can't get a player base or make the required funds if you don't do these, just that its far less likely. Also, if you make it a paid only game it will get pirated and turn up in various places beyond your control.
 

Senor Smut

Member
Aug 11, 2020
255
928
Just because everyone is chatting on this dead thread I'll throw in my 2 cents.
If you want interest and wide enough appeal to make the money to support a project then the best approach is to get people invested first. You do that either by making an amazing AAA game with millions spent on advertising, or you make a phone app and spend tens of thousands on Social media adverts, or you make some kind of access model (this could just be a demo, or Patreon early release, or free to play or free with option to contribute), or if you already make games and have a loyal fan base built in to your business model you can rely on that.

I'm not saying you can't get a player base or make the required funds if you don't do these, just that its far less likely. Also, if you make it a paid only game it will get pirated and turn up in various places beyond your control.
Wow Kevin, I didn't know you existed outside of Girl Life. I thought you were like Samara, trapped inside that television set!
 
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ReviveMyDeadGame

New Member
Mar 16, 2025
8
15
Just because everyone is chatting on this dead thread I'll throw in my 2 cents.
If you want interest and wide enough appeal to make the money to support a project then the best approach is to get people invested first. You do that either by making an amazing AAA game with millions spent on advertising, or you make a phone app and spend tens of thousands on Social media adverts, or you make some kind of access model (this could just be a demo, or Patreon early release, or free to play or free with option to contribute), or if you already make games and have a loyal fan base built in to your business model you can rely on that.

I'm not saying you can't get a player base or make the required funds if you don't do these, just that its far less likely. Also, if you make it a paid only game it will get pirated and turn up in various places beyond your control.
I appreciate this!! I think I'll end up doing a mixture of what people have been saying. Give the Patreon version and release the slower updates to a free model. Right now im focused on one game that's where the base is at the moment the most important piece is actually proving content and providing consistent progress. Im still fleshing out what type of model im going to roll with. Cheers!
 
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