dom pfp
dom
@dhof
let's say you're building something that is likely a consumer thing one day but will be a developer thing for quite some time before that what is your rollout strategy?
8 replies
1 recast
1 reaction

Pete Horne pfp
Pete Horne
@horneps
My experience of that is that devs are a tough market that require you to focus on them and not the end goal. If it’s an innovative tool, use it to roll out milestones showing the path to the end for the end user. Devs are nowhere as thankful as consumer customers. They’re fickle and demanding and critical. Like me
0 reply
0 recast
0 reaction

fredwilson pfp
fredwilson
@fredwilson.eth
Get as many developers building on it as possible. Good things will follow.
0 reply
0 recast
1 reaction

Brunny.eth pfp
Brunny.eth
@brunny
Build it for the devs, ‘sell’ to the devs
0 reply
0 recast
0 reaction

markus - ethOS - e/acc-d pfp
markus - ethOS - e/acc-d
@markus
Make it as easy as possible for devs to play with it and understand the value behind it.
0 reply
0 recast
0 reaction

Jordan Kutzer pfp
Jordan Kutzer
@jk
We are building a consumer game, but some of our earliest users are developers who want to build within our game. We didn’t expect this. Paying close attention to all comments here 🙏
0 reply
0 recast
0 reaction

tani ↑ pfp
tani ↑
@tanishq
Aligning developer incentives: either Satisfaction (Mission alignment) or Reward (Monetary alignment)
0 reply
0 recast
0 reaction

Elie pfp
Elie
@elie
What are you building?
0 reply
0 recast
0 reaction

Ben  🟪 pfp
Ben 🟪
@benersing
@perl growth strategy
0 reply
0 recast
0 reaction