For me it's always a combination of the following: (1) not feeling ready (2) not feeling like I have spent enough time building an audience/followers around it (3) worried launch will not go as expected.
What do you find the hardest?
@abadesi - 1200+ Twitter followers, newsletter to 500+ users, Facebook, Makerlog, Indie Hackers etc. but I think that the reality is that unless you're on the front page it's effectively invisible. Not to worry though as it's not our only method of getting the word out.
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I guess the hardest part that if you launch and you think it's important day for you and you worked for it very long, and, as a result - no one actually uses the product on the first day. Or, even if they do, they just click around and don't stay for the second day.
This is hard to swallow that "your baby is ugly". This is the moment when you realize that in 99% of the cases the actual LAUNCH DAY is a myth, the actual business work only starts there, marketing and selling.
@povilas_korop yes yes yes! @csallen said in our podcast its better to stop thinking of launching as your ONE SHOT but constantly be launching :)
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@povilas_korop True. The hard work starts after launch. Hence the reason you may need to launch again, and again, and again.....
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@povilas_korop I think you are absolutely right. Unfortunately, many of us invest so much energy and emotions into building the right product and eventually launching it, so we are already kind of "burned up" when we actually do it. Realizing that launch is just the beginning of yet another very long lap, doesn't really help with burnout at the end of the day :(
@jamesivings yes James solid advice! But what if you are feeling only 20% ready? 😬
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@jamesivings The reason why makers want to be sure the product is bug free before the launch is because the game is one shot try, if the users find it ugly or buggy they will not come back again!
@aboubakr_mekhatria no one has mentioned bugs :) I wouldn't recommend launching a buggy product, but as @abadesi mentioned, bugs aren't the only reason for people not to feel 100% ready.
I believe in the rule that 80% of the product can be finished in 20% of the time. The remaining 20% will take 80% of the time.
While I'm in the second phase I find it hard to decide when it's time to release the product. For example, how much time should I invest in quality assurance or bugfixing before introducing the product to the masses?
@alessandrotesoro what do you hate about it? as someone who loves it I'd be happy to share advice :D
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@abadesi It's probably because I'm a developer that I hate marketing. What annoys me the most is not being able to see results immediately. With code instead I can see immediately if something is working or not 🤷♂️
I build and sell WordPress plugins so I'm just not sure which channels are the most effective or even where to start from. The only strategy that has ever worked for me is "build it, ship it, they'll come". Which is easy for small projects but very hard for larger projects like the one I'm currently working on.
@abadesi It's going ok! I've been pushing on some social channels relevant to my audience like Twitter and various Subreddits. I'm thinking of trying some ad slots on a couple newsletter to see how they fare. Do you have any advice when it comes to email marketing and building an initial list?
@markmurphy37 aim to share something regularly e.g. a weekly digest. Include a CTA in the header/footer asking folks to share with friends. When tweeting again be bold with the CTAs. Also try to get on podcasts that target your audience even if they have a small audience - with a niche you may get a higher conversion %.
Knowing when to stop is definitely a hard one for me.
Coming from a programming background I find myself always trying to build a ton of feature just because it's "easy" for me. Sometimes I'm jealous of people who just create wordpress pages and get a lot of validation before writing any code at all.
@dima_grossman I think that happens to lots of developers! You always know what more could be done and you have an impulse to. So how do you stop yourself from doing that and finally shipping?
@abadesi Keep building, iterating and trying until it sticks, I guess.
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Usually what happens is a lot of minor bugs start appearing last minute at launch... and then there's the pressure of trying to fix those bugs on time before our self-determined launch. Being a non-technical founder, it feels crazy at times because it's not something I can control. Then after that is knowing when to launch on the market or when to delay (the rule I generally use is if it's sufficiently valuable to the user, launch).
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