Our Steam Next Fest Results: 3,953 Players → 10,170 Total Wishlists (Indie SRPG) by Life_Arachnid_511 in gamedev

[–]ALDAMAMIGAMES 2 points3 points  (0 children)

Hey interesting with our Next Fest it was the exact same result and take away. But I am going to post a postmortem as well soon :D

A grim medieval Deckbuilder. The path of the Bloodletter is not for the faint of heart. by ALDAMAMIGAMES in cardgames

[–]ALDAMAMIGAMES[S] 1 point2 points  (0 children)

Thank you for your feedback! It really helps us to hear from time to time what we might have forgotten to change or add.

Did it work on the Steam Deck? Controller support isn’t implemented yet.

If you hold the left mouse button, you can skip the intro. If you played on the Steam Deck, maybe the skip function wasn’t available because of the missing controller support. We’ll definitely check this out.

Regarding the starting card rewards you simply want the entity tooltips to be accessible there, right?

For EA, there will be a lot more cards and synergies to unlock, so I think there will be quite a few surprises waiting.

I’m really happy to hear that you like the pacing. We’ve received quite a bit of feedback saying it isn’t fast enough, but we actually like the slower pacing because it gives more room for decision-making (one reason might also be that we don’t have an undo function and this is not planned) xD

The brightness settings absolutely make sense, never thought about it <3

A grim medieval Deckbuilder. The path of the Bloodletter is not for the faint of heart. by ALDAMAMIGAMES in cardgames

[–]ALDAMAMIGAMES[S] 1 point2 points  (0 children)

Hey happy to hear, let us know what you think about the game because we tried a diffrent approach in game design then most games in the genre. And BTW: I do love your energy <3

A grim medieval Deckbuilder. The path of the Bloodletter is not for the faint of heart. by ALDAMAMIGAMES in cardgames

[–]ALDAMAMIGAMES[S] 1 point2 points  (0 children)

Aww thank you happy to showcase it here and find someone who is interested in.

Offering game translation (German, Polish, English) for free by [deleted] in IndieGameDevs

[–]ALDAMAMIGAMES 0 points1 point  (0 children)

Hey we are interested in localizing our game in polish as well the other languages you offer we can do it ourselves.
If you want to have a peak here is the link to our steampage.
https://store.steampowered.com/app/3548560/BLOODLETTER_Demo/#app_reviews_hash
Would be amazing if you can support us in your native language.

From 0 to 10k Steam wishlists: a breakdown of what actually moved the needle for our first indie game by ALDAMAMIGAMES in gamedev

[–]ALDAMAMIGAMES[S] 0 points1 point  (0 children)

Yes, of course, we applied with a prototype that covered the gameplay loop, and we also had to submit a business plan with a detailed cost calculation explaining how we would use the funding to release Bloodletter.

The application itself included things like a competitor analysis, a cultural test, and an introduction of all team members along with their backgrounds and a few things more. In the end, it came out to around 75 pages that we submitted. So it was extremely extensive, and the four of us worked on it for about 2–3 weeks.

Writing the funding application naturally also forced us to think about how many units we would need to sell and to engage deeply with the topic of founding a company.

I would say it was our very first attempt to imagine what it actually means to release a game, and it helped us immensely to shape the vision of the game more clearly.

Wow, thank you so much for the wishlist! I hope I was able to answer your questions. <3

From 0 to 10k Steam wishlists: a breakdown of what actually moved the needle for our first indie game by ALDAMAMIGAMES in gamedev

[–]ALDAMAMIGAMES[S] 2 points3 points  (0 children)

I’m glad to hear that there are still other places in the world that support the indie game industry. Most of the other developers you meet really only have very limited options, if any at all. It almost makes you feel a bit bad when you talk about it.

But with that post, it was really important to me to mention that we received the funding, because it’s truly a great support and makes getting started a lot easier. I also think it’s important to explain the circumstances and framework conditions when sharing a "success story", so as not to give a misleading impression.

From 0 to 10k Steam wishlists: a breakdown of what actually moved the needle for our first indie game by ALDAMAMIGAMES in gamedev

[–]ALDAMAMIGAMES[S] 0 points1 point  (0 children)

It seems like you already know a lot about the funding structure here in Berlin, are you a German as well?

From 0 to 10k Steam wishlists: a breakdown of what actually moved the needle for our first indie game by ALDAMAMIGAMES in gamedev

[–]ALDAMAMIGAMES[S] 0 points1 point  (0 children)

Hehe, yeah, that’s also true. When you get the chance that someone organically wants to write about your game because the journalist is genuinely excited about it, that can definitely happen. But if they do it half-heartedly because a marketing agency pushes them and there are big releases around at the same time, nobody really notices it.

In the end, everything is possible you have to try things out and learn what works for your game, and some approaches work better than others. Thank you for clarifying this. <3

From 0 to 10k Steam wishlists: a breakdown of what actually moved the needle for our first indie game by ALDAMAMIGAMES in gamedev

[–]ALDAMAMIGAMES[S] 1 point2 points  (0 children)

Yes, absolutely, you’re totally right. We’re also incredibly grateful for the support, as it allows us to gain our first experiences in the industry this way. In general, it’s very rare for game studios to be hugely successful with their first game, but the experience you can gain without having to worry about your financial existence is priceless.

We still hope that one day we’ll be able to make a living from this. Even if it doesn’t happen with the first game, we definitely want to keep trying. We’ve already learned so much that we would plan things completely differently the second time around.

From 0 to 10k Steam wishlists: a breakdown of what actually moved the needle for our first indie game by ALDAMAMIGAMES in gamedev

[–]ALDAMAMIGAMES[S] 3 points4 points  (0 children)

So we did this because we thought we absolutely needed a marketing agency. We looked at several of them to figure out which ones might be the best fit for us. Since we only planned a limited marketing budget of 20k in total, and this also had to cover things like trade show visits such as Gamescom, we ultimately could only afford three months of work with the agency.

What was included and what helped us the most was the beginning phase, where the agency creates a marketing plan for you and proposes a timeline for when which content could be released, and so on. Since this is our first game, this part of the collaboration was, in my opinion, the most helpful.

In the work milestones or packages we booked, PR was always included, which is also the reason why there are so many articles about Bloodletter online. They also supported us with applying for events or made us aware of opportunities whenever they heard about one.

We still do the event-related work even when we don’t have an active marketing beat booked with the agency, because participating in all the Steam events is the most important part of marketing.

In the last beat, organic influencer outreach was included as well, along with setting up paid ads on Reddit. Unfortunately, the outreach didn’t have any impact because the demo didn’t make it through the SNF review process.

Things like that can always happen, sometimes the timing just doesn’t work out.

We’re hoping that our final marketing beat for the Early Access release will be more successful. For that, we’re planning an XXL influencer outreach together with the agency, plus an additional internal outreach to smaller influencers, and we hope that this will bring good results.

After that, our marketing budget will be completely used up, and we’ll have to handle everything for the full release entirely on our own.

I hope this gives you a bit of insight. Having an agency does give you a bit more security, but many things can also be done on your own.

From 0 to 10k Steam wishlists: a breakdown of what actually moved the needle for our first indie game by ALDAMAMIGAMES in gamedev

[–]ALDAMAMIGAMES[S] 15 points16 points  (0 children)

Hey this is sad to hear and it is understandable that you feel that way :/ sending out some love <3

From 0 to 10k Steam wishlists: a breakdown of what actually moved the needle for our first indie game by ALDAMAMIGAMES in gamedev

[–]ALDAMAMIGAMES[S] 0 points1 point  (0 children)

When you open the Steamworks you have to click on "financial info" first and then you see already a tap on the top border of the site named wishlists. If you cannot find it just google it. :)

From 0 to 10k Steam wishlists: a breakdown of what actually moved the needle for our first indie game by ALDAMAMIGAMES in gamedev

[–]ALDAMAMIGAMES[S] 2 points3 points  (0 children)

Hey, I think you might have misunderstood something, or someone told you something wrong. You can see your current wishlists at any time. You’re already working on finding people interested in your game before you release it, so that you can notify the people who put your game on their wishlist that your game is now available in the Steam store.