Hey all, just a heads up that I’m gonna nuke this site eventually and redesign it properly. Games just aren’t happening any more, so it will have a pure font focus.
Well now, that month (and year) flew by! Hard to believe 2017 has just about come to a close! This month I created a handful of new fonts and managed to get them all pushed through the usual channels (Dafont, Fontspace and Creative Fabrcia). Mostly tho, I’ve been keeping a closer eye than usual on the numbers and traffic that result in font income. I have a few very specific ideas and goals for fonts (and general ad income) in the new year.
My achievements for 2017:
1. I have over 200 fonts on dafont (more than double last years total)
2. I managed to crack the top 10 authors on dafont (staying there requires more consistent font output – I’m closing out the year floating around the teens, currently 11)
3. I cracked the 20,000 daily downloads barrier on dafont (but only during one month, I have yet to maintain those kind of numbers, generally seeing around 10,000 daily)
4. I have over 50 fonts on Creative Fabrica (I like these guys and their monetization system, though my numbers have really tapered off now after the initial surge through Sep-Nov)
My targets for 2018 are:
1. Have over 500 fonts on dafont
2. Maintain a top 20 position throughout the year
3. Crack the “top 100 authors of all time” list (should happen sometime in Jan/Feb)
4. Revamp all my font licenses and promo images for consistency
5. Double my Adsense income
6. Finish and release “Cowgirls Vs Cthonimon”
7. Finish and release my “Voxel Series” of various small mobile games
8. Branch out into Stock Photo work (to bump up those Adsense numbers)
Here’s hoping I can achieve all that, and that 2018 is an even better year than 2017 was!
Merry Christmas and Happy New Year everyone!
Wow. This month went by fast. Fonts have been ticking along steadily on all fronts. Creative Fabrica income has stabilized now. Looking at the big picture, it’s clear to me that Dafont is still king of the castle in terms of font visibilty, driving most traffic and sales.
I finally have over 200 fonts on Dafont, which was something I wanted to achieve before the year was out. Now that I have the numbers, going forward I’m going to put a heavier emphasis on quality. I want to nail down my sales method, and license terms too. Unify everything across all fonts. As part of this process I’m going to make minor improvements to older fonts, and give them each a standard set of promo images. I’ll work my way backwards, prioritizing my most popular fonts.
On the games side, there have been no games as such, but I was working with my friend Jack Oatley on his web based Java game creation software. That is coming along nicely now and has great potential. I’ve been providing UI feedback and icon design for that project during the month. More details on that next month.
Behance and those post-mortems are on the backburner as my situation and focus has changed over the month. Both will now be done in my spare time in the New Year.
I was pretty busy this month juggling a few things, and looking into some new ad revenue stuff, so apologies for writing this round-up a bit later than usual.
May was a rock solid month on the font front. I managed to get out 20 new fonts, dipping into various styles and font creation techniques. I also hit another milestone on dafont – 3 million total downloads! My daily downloads have been steadily increasing over time, and donations and Adsense income are both ticking along. I am exactly where I want to be with my fonts now.
On the games side, I have been tinkering with some small experiments, rolling around a few concepts, but have nothing concrete to show (just yet…) Tokyo 2048 continues to bring in a small, steady income. Feedback posts for that have passed 1000 now on Android (the vast majority of which are positive.)
I attended BitSummit in Kyoto (a big indiegames convention here in Japan). That was a lot of fun and I met a lot of very cool people there. Some really creative and innovative games and demos on display there. Inspiring stuff! I hope to be in a position to show something off there myself next year. Looking forward into June, I want to wind down the fonts somewhat, and possibly crank up the games.
April was a mixed bag. My Cowgirls Kickstarter didn’t reach its Funding Goal, so I have temporarily put that entire project on the backburner. I will still continue work on it in my spare time, as I believe it has a lot of potential. Progress will be slower however, and the release date has been pushed back. I want to get a playable demo out and build up a community around the game, but it will take some time.
I feel that it was a mistake to “put all my eggs in one basket” with Cowgirls, and will diversify from here on in. I will try to get some much smaller experimental games out much faster, and see if I can get a few mobile “re-skin” games out as well, as Tokyo 2048 continues to be my greatest achievement since leaving YoYo.
On the font front, this site was finally approved for Google AdSense! This is a big deal for me, as now I have money coming in from ads on my fonts on Dafont, which sees serious traffic, in addition to the usual font donations. This is something I have wanted for a very long time, so I’m happy. I am going to ramp up font production next month to push myself further up the Dafont Author charts to get more visibility and get those adsense numbers up. I’ve also been looking into other popular font distribution sites for more opportunities to get my work out there.
I managed to get 8 new fonts out this month – mostly continuing on with hand-drawn ones because it’s quicker to get those wrapped up and out – I squeezed out just 1 “modern” font. Next month I intend to have a much broader mix of modern and standard fonts alongside the usual hand-drawns. Check ’em out over on my page on dafont.
I have been investigating other places where I might get decent ad traffic – such as stock photo sites and art asset marketplaces. Photos and photo edits are of particular interest to me as I enjoy photography and would like to brush up my seamless texture creation skills. I want to get back into digital drawing and painting in general too tho, so lots of things to consider! Next month is sure to be interesting!
April felt a little bit like crashing back down to earth. My Cowgirls Vs Cthonimon Kickstarter fizzling out was disappointing, especially after putting so much time into it. However, in hindsight, I can see where I went wrong with the campaign, and for future Kickstarters (and when I eventually relaunch Cowgirls) I will be better prepared. I am confident I can make Kickstarter really work for me – once the campaign is handled correctly.
I thought it might be useful for anyone reading this (who is considering starting a campaign) to mention some of the things that stood out for me. The following info and observations may help your first campaign be more successful than mine.
Numbers – it was the numbers that really threw me off on Kickstarter. I had assumed (so very wrongly) that just by being up on Kickstarter (with a Greenlight submission running in parallel) I would see some reasonable eyeballs on the project. The reality however was very different. The campaign flatlined around the halfway mark, so I pulled the plug with 1 week to go, but for the first 3 weeks of the campaign, the promo video was watched just 825 times. That’s right – just eight hundred and twenty five views. And that was with a Greenlight submission ticking along. The lesson learned here is – Kickstarter alone does not supply near enough visibility for a Video Game project to succeed.
Project We love – I have seen others whose Kickstarters did not do well lament the fact that they never got a “Project We love” tag on their project. That tag could have made all the difference, right? More visibility, more pledges, greater success? In my experience (having been tagged after I uploaded an improved promo video) being tagged actually made very little difference. So don’t fret about whether or not you become a “Project We Love”. (Note that I still appreciate that Kickstarter tagged me in this manner, it tells me that they believed in the game itself and felt the page presentation was up to scratch).
Competition – when I was running my campaign, there were around 150 or so other Video Game projects live on Kickstarter (149 as I write this). That’s quite a lot of projects directly competing for eyeballs. Not to mention there were many more projects (554 total) under the broader “Games” category that many people would also have been distracted by. Many of the Video Game projects were in a somewhat similar vein to mine too – retro, action RPG, pixel art etc. – which is something else to consider. It’s good to be aware in advance of how much competition you can expect.
As a side note, for anyone developing in GameMaker: Studio who is active on the GMC, a handful of those 150 games that were live as I ran my campaign, were also being developed using GameMaker and were advertising on and pulling a few pledges from the GMC at the same time as mine. So bear that in mind.
Funding Goal – For Cowgirls I purposely set the funding goal quite low (but not low enough) in expectation that it would be achieved quickly and that I could follow it up with Stretch Goals (all the way up to 20k!) and Backer Bonuses once it was reached. That was a bad idea. For big Kickstarter projects, ran by well known games industry vets, or people with massive social media followings, setting the funding goal high is the right way to go (the only way to go if you’re looking to make a full time gig out of your project). But if you are a small indie, relatively unknown, without a large initial support base, with a small social media presense, and without an advertising campaign, then I suggest you go as low as possible with your Funding Goal. My reasoning here is that you can set a note of positivity early on in your campaign when the Goal is reached in a few short days. This makes current pledgers happy, gives you something big to post about, and gives any new project viewers more confidence in the game – which makes them more likely to pledge.
The following is a list of the most important things I will focus on for future Kickstarters and for the Cowgirls relaunch:
1. Have built up a solid base of people interested in the game beforehand.
2. Have a professionally edited promo video that fully demonstrates all features.
3. Don’t launch until the game is far enough along in development.
4. Have a playable demo available from day 1.
5. Have Stretch Goals available from day 1.
6. Prepare all bi-weekly feature info and milestone/ unlock posts beforehand.
7. Build up hype for the campaign on social media beforehand.
8. Cross-promote similar projects via social media.
I hope this little post-mortem was useful. Feel free to comment below. I am interested in hearing other people’s opinions on and experiences with Kickstarter.
Wow, this has been a crazy busy (and productive) month! I managed to get the demo of Cowgirls Vs Cthonimon into a reasonably non-buggy, playable Alpha state, finished off all the KickStarter page promo imagery and text, and Jack Oatley is now properly on board the project, rewriting a lot of the code and generally making the source file cleaner and a whole lot easier to deal with.
Right now, the Kickstarter project is in a ready to go state. I’m just waiting for the submission process to complete before I can hit launch. Should be live any day now, so to those who have been waiting patiently – the wait is just about over!
On the font front, my fonts were featured in two Japanese design magazines this month. With “Chalk Dash” being used on a full page splash. It’s a small thing, but every little bit of exposure I can get in Japan is a good thing.
And finally, I created 4 new fonts this month. You can find these under Darrell Flood on dafont and fontspace. I’m starting to feel somewhat burnt out on the hand-drawn fonts at this stage, so next month I think I’ll go back to my roots and crank out a few more angular/ modern/ clean fonts again.
February was a good month for Cowgirls Vs Cthonimon. There were many art adjustments to sprites and tiles, and visual effects added that improve player feedback a lot. The UI has also finally been finalized – with everything where it should be. New music tracks and sound effects have been added to improve the mood, that will hopefully give Alpha players a much better idea about how the game will feel in the end.
On the font side, things have been fairly quiet with (almost) the entirety of my focus on Cowgirls. Having said that, this month saw a few milestones reached on dafont that I’d been wanting to crack for some time. I now have:
1. 100+ fonts up on dafont (the biggest font distribution site)
2. 10,000+ daily downloads
3. 2 million+ total font downloads (and rising fast!)
A font of mine was also used in Astotel’s recent advertising campaign – which was neat when I recognised it after it appeared in my inbox.
Just one new font for this month. I tried something a little different this time, including a solid color underlay font along with the main hollow font, giving users a clean fast route to “coloring in” their work. As always, you can find the font under Darrell Flood on dafont.
January was an odd month, and a strange start to the year! Mostly spent in Ireland celebrating New Year with family and hopping between fonts and Cowgirls Vs Cthonimon, but ending in Japan (where I plan to live from here on in). Cowgirls is still ticking along nicely, not going as fast as I’d hoped, but I’m confident that paying attention to all the little details will pay off.
Font-wise I was a very busy bee this month. I managed to put out 12 new fonts. Some of which I predict will become very popular. You can check ’em all out in the usual place – under Darrell Flood on dafont.
Wow! What a crazy year it’s been! Exiting YoYo, going back to being full-time indie, multiple house and country moves, and an insane amount of holidays! (Spain, France, Czech republic). It’s been a mad ride, and a lot of fun, but now with 2017 on the horizon, it’s time to reign in the madness and get focused.
December saw a massive ramp up in font production. I managed to get 15 fonts out this month. Very happy with how most of these turned out and it felt good to be back with my Cintiq in Ireland. I really have to ship that over to Japan at some point, it just speeds up the process so much. You can find the fonts under Darrell Flood on dafont here.
As for Cowgirls, it’s been tough with all the family related shenanigans finding the time to really get stuck into it, but some progress has been made. I’m going to make it my top priority from next month onwards. Cthulhu demands sacrifice!