tiya_nofurita wrote:
I've published several VNs previously, but I feel like getting very little feedback or audience that I'd expected...
Maybe it has to do with my target of audience too...
I'm definitely not an expert in marketing or promotion. That said, consider the following:
Are you using the format of a visual novel to tell a story? If so, consider the following factors:
* What sort of story are you telling?
* Genre: there are general and specific ways to categorize fiction. Read or at least skim through
Wikipedia's list of genres. Think about the ones you already enjoy, and ones which you might want to try in the near future.
* Theme: What topics will be addressed in your story? What message do you want to convey about these topics?
* Mood: Overall, what do you want your readers to feel from reading your story? Depression? Hope? Worry?
* What is the estimated age of your readers?
* If there is content that is not appropriate for all audiences, then what sort of rating would your story get? For instance, what would the
Indonesian Film Censorship Board likely say about it?
* What sort of art might be appropriate for your story?
* Elevator pitch: Don't say "I suck at summaries." Instead, try several times to describe your story in a few words. See if you can figure out how to include phrases that imply why it's appealing, and the sort of people who might enjoy the story.
* Distribution: if there is a specific fan community or forum that might be interested in your free visual novel, then consider releasing it in a place where they will notice it. Also, keep in mind that a few freeware creators have released their visual novels on Google Play. If this is a viable option for you, consider it.
* Distribution format: will your VN work in a web browser? Some people prefer to download a file, read, and then give feedback. Others might prefer the ability to read a visual novel in a different tab or window.
If you're not confident in your ability to create art, then consider asking for help. If you're confident in your story rather than your art, then consider paying at least one person to help you.
If you're focusing on gameplay rather than story, or if your visual novel will include a modest amount of gameplay, then that will influence its appeal. Make sure it's clear how much of the experience is reading a story, and how much of the experience is interaction.