tiistai 19. marraskuuta 2013

we got slushed!

A few notes about our Slush experience here.. totally tired after the three day trial..

So as usual, when there's an tradeshow or something happening, we hit the high gear with development. This time our goal was to get a gameplay demo of hoodo with most of the key features in. The features we had shown on the video but that we're not ready yet. And what a big piece of the cake it was. Totally burned out with all the development hell and testing, we were really burning the midnight oil for the current build.

Slush organization was really good, they provided a steady stream of emails with hints about how to connect with investors and the like. Studying investor profiles and learning about the investors hobbies and stuff was encouraged. Big plus for all that info so everybody could find the maximum benefit.

We are a small team so instead of studying loads of profiles and things we just skimmed thru the material and looked up people who were doing or funding interesting things. And worked on the build of course. At the venue, Z went to talk to the accelerators and small investor players. We registered late so there was no opportunity to pitch in front of an audience so I just did a lot of cold pitching to interesting people I met wherever. That approach worked out fine and I had a few very nice conversations with people high up the ladder.

Another thing that we noticed once again was the 'show me the playable demo'-thing. Startups and other future game devs, nobody is going to care about your video, be prepared to show your progress thru the demo. We had the party build ready online and prepared to give the link via qr-code and an nfc tag. Tap your phone to the tag, get the build, wham bang thank you mam. I saw nobody else having anything like that. NFC rocks!

All in all the venue was really chaotic and I found it hard to concentrate on the presentations. So many projects and companies all pitching on stage. I felt our direct approach was really good for us for making contacts.

So now there's a lot of following up to be done. We went thru all the business cards and things and made a plan of what to do next. The push for slush was a big step for the game, we've pretty much got all the basic elements of Hoodownr in place for further playetesting. It was really hard work but very encouraging to see how far we got in a very limited amount of time. Still a few bugs and additional features to throw in, I can see the rest of the year flying by really fast.

Well, it's time to get back to the old grindstone. Thanks all who we met and helped along the way - stäy tuned!


Sami
Hastur


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