Monday, February 22

Learning

I've mentioned before that my graphic design skills are weak.

They are.

Our first Kickstarter looked terrible.

The second looked bad.

The third looked poor.

I'm working on number four now. 

Coming next month.

It's an improvement. 

Not earth-shattering, but better.

Baby steps.

Small steps forward compound over time.

Or so I hope...



Monday, February 15

Meaning

I’ve spent most of this week trawling the web, updating all instances of our logo with the new one:

Much more professional!

After back and forth with the designer, we settled on “Fast, fun Craft Games” as what we do. 

It sums us up perfectly: Craft Games, like Craft Beer is indie, small runs, made by hand.

The logo captures the fun nature of our games and the support of our community.

It can be white or dark.

And the community hands can be swapped out for other things, allowing us to tweak it for particular themes, holidays or other reasons.

While keeping something recognisable.

It also leans in to the way most people pronounce Eurydice (Eury-Dice).

When it was suggested here as a name long ago I liked that it incorporated Dice and something a bit like Euro. 

Both strong gaming words.

Paul and I are really happy with it.

Monday, February 8

First Time

Marketing is not my forte.

I’m still learning a lot.

Doing things for the first time.

Badly.

But I learn.

And slowly, I hope to get better.

We’re running ads ahead of our next Kickstarter for the first time.

Pointing to our first ever dedicated landing page.

Needs work

It’s not very good.

So I’ll improve it.

Expectations are low for this Kickstarter again.

So we can use it as a learning opportunity.

And hopefully get better.

For the next one...

Monday, February 1

Brand

We're looking to get our website overhauled.

It needs some love. I've kludged it together using raw HTML (and a little Javascript).

It's weak.

We found a designer we liked. 

Can't afford him yet, but he wanted to rebrand us first.

New logo. New colour scheme. New look.

We need it. 

Homemade. And it shows.

I kludged our logo together too. With help from my dad.

The colour scheme is essentially the same as Reiver Games. 

He presented his ideas to us this week. 

Paul and I have been thinking about them, tweaking a couple of things.

I've also mocked up a quick re-brand of the website.

Looks much better already  - though it still needs a chunk of work.

Monday, January 25

Trello

Towards the end of last year I lost my way.

Went off the boil a bit.

Slowed down.

Missed things.

I used to use Trello and Evernote to organise myself. Then I switched to Notion. Then I kind of gave up on that.

I need to get organised

I’ve gone back to Trello.

I’m tracking things I need to do.

To move Eurydice forwards. To better things.

I’m making good progress again.


Monday, January 18

Brexit

If you follow me on twitter you'll know I loathe everything about Brexit.

A monumental act of self-harm

From the nationalist lies that sold it to the voters to the terrible effect it's had on my European friends in the UK.

It'll make us culturally and financially poorer as a country.

It limits my daughters' rights to experience other countries.

And now it's biting Eurydice Games.

We buy our wooden pieces from a supplier in Germany. 

They are no longer shipping to the UK.

Will they in future? I hope so. I don't know of an equivalent in the UK.

It's also harder for us to ship to European customers. They may end up getting charged VAT or import fees.

Everything about it sucks.

I only hope that we get to rejoin before too much damage is done.

I fear I'm hopelessly optimistic.

Monday, January 11

Overheads

I worry about overheads.

There's something hanging over me.

Those costs you pay every month regardless of sales.

They sank my first company, Reiver Games, as the bank loan repayments and warehousing costs were bigger than sales most months.

So I worry about them.

Ours have increased.

We're lucky that we don't pay salary or rent. 

So ours are very low.

But still.

If we're not actively fulfilling a Kickstarter, our overheads are now often larger than profits, and sometimes even sales. 

There are two types, those that affect profits only (like depreciation and homeworking allowances) and those that affect profits and cash (like bank account fees and software subscriptions).

The latter are the worst.

We need to keep them down.

Or increase sales.