Budget Request (not asking for money)
For the September pledges, I found it really interesting how the total pledged dropped by about $400 right before or on the 1st of October. I understand that people will pledge for downloads and then drop/pause, and some nicer people will just lower their pledge amount before the end of the month. I'm not upset, complaining, or anything like that. I know there are people that can't afford to pledge, have things suddenly come up, or any number of other things.
Anyways, this post is about budgeting. I've been trying to figure out what I'll be able to do, particularly in regard to art funds. Unlike project management elsewhere, where the budget is a lot more straight-forward, Patreon involves a little more variability. (thanks for your support, by the way!) Because of the way that pledges are handled, with this sort of long grey zone, it's hard to get a figure that feels reliable for long-term planning.
I would greatly appreciate it, if you read this, and plan on dropping or doing something similar, if you could do so by the 28th for October. I'm not going to make any judgments or anything like that, it'd just be really helpful for planning purposes. :) I'll try to make a reminder post later in the month closer to the time period, but wanted to mention it while it was on my mind.
https://newsletter.samhsa.gov/wp-content/uploads/2016/02/budget-750x400.jpg (Samhsa)
Comments (6)
pay walls encourage this sort of activity, though it also encourages pledging in the first place. over time you will pick up more stable patrons that don't raise or lower their pledge much over time, and people have mentioned the pay up from feature which means those trying to navigate the paywalls will face a decision to pay to get through the pay wall or to miss out on content. overall it just takes patients and enough content under your belt to show people what you can expect for the final product.
I've been burned in a similar fashion. High hopes for this game though.
Thanks a bunch for your support!
I have seen it a lot, the numbers go up and down especially for projects not authorized for pay up front yet. This is basically the "stay strong" period I have heard many times from creators. If you stick it out and get the pay up front policy many of these problems disappear but it is about showing patrons they can trust their money to you and then having the system in place to get the money. People tend to take advantage of loopholes and once that loophole closes you will see lots of income. For the time being keep being amazing and interactive as you are and you will end up being phenomenally funded. I wouldn't be surprised if one day (a long time down the line obviously) you got to an almost Fenoxo level of support.
Thanks nghtmr103. My plan from the start has been to focus on making the game the best I can, and not on funding. I suppose I do get a little worried when it comes to promising other people work/money though. I'm not sure if I'll implement the pay up front setting, and definitely not until things are further along. If it's really a concern, I'll probably ask my patrons via a vote. :)
Ploxy is a good artist but I don't know if he would make art for a game?
