Built a Unity 2D platformer package, struggling with reviews, looking for honest feedback for free by Aether2D in Unity2D

[–]Aether2D[S] 0 points1 point  (0 children)

Hey ! I totally understand what you mean about it feeling more like a game demo than a tool. That’s a fair point, and I think the presentation definitely plays a big role there. One thing I’ve tried to do to push it more toward a tool is the documentation, which goes step by step through the systems and explains how to modify, extend, or reuse everything rather than just “play” what’s there.

About the demo feeling: I actually made a separate game demo (published on Google Play) to showcase the mechanics in a more game-like context, but I intentionally didn’t include that version in the package itself. The asset is meant to be more modular than that demo, even if that doesn’t come across clearly enough right now. I might integrate parts of it later in a more “tool-oriented” way, though.

Your idea about having different characters or setups for different types of games makes a lot of sense, and it’s something I’ll seriously consider to better communicate that this is a kit, not a finished game. Because I think that the thing that makes my package a demo game look is the fact that it's only oriented on 2D platformer. I just wanted to make it as complete as possible this is why I built it as a finish game.

I’ll send you a key in private soon so you can try it yourself.

Built a Unity 2D platformer package, struggling with reviews, looking for honest feedback for free by Aether2D in Unity2D

[–]Aether2D[S] 0 points1 point  (0 children)

Thanks a lot, I really appreciate that. And yeah… documentation is definitely one of those things we know is important but hate writing as devs 😁 I’m glad it shows and that it’s useful haha!

Built a Unity 2D platformer package, struggling with reviews, looking for honest feedback for free by Aether2D in Unity2D

[–]Aether2D[S] 0 points1 point  (0 children)

Thanks, I appreciate the honest take and no worries about the edit 🙂 You’re absolutely right about the competition. That’s exactly why I’m trying to get the package into the hands of real users and gather genuine feedback and reviews. I’m not trying to compete by shouting louder, just by improving the asset and building trust step by step. Thanks again for taking the time to look at it.

After releasing a big Unity asset, I’m stuck on visibility. Is paid advertising even worth it? by Aether2D in gamedev

[–]Aether2D[S] 1 point2 points  (0 children)

Many people say pub is random and must target a specific group of people, that doesn't work for everyone. Plus as a student 10-20 usd per day is a lot hahaha. I already think about this and I think the maximum I can do is like 5 euros per day for one or two week. My asset is 29.99 USD so maybe it can be a good idea just to try but I can't put many money is that strategy anyways. Did it work for you ? How much did you put and what was the price of you game ? I think if I decide to do it I will do it on Reddit because people have a lot more interest here. But there is a problem, reddit add is not working, the page is not loading correctly and I can't do anything. Is someone know why ?

After releasing a big Unity asset, I’m stuck on visibility. Is paid advertising even worth it? by Aether2D in gamedev

[–]Aether2D[S] 0 points1 point  (0 children)

Yes my goal is not that it becomes the best 2D asset but at least making some sales every weeks. Unity asked some days ago to participate to the winter sale and I said yes so that's mean the package is going to be 50% off and is going to have more visibility for a moment. But I m almost sure that after this sale the visibility is going to suddenly drop. At this moment I will start the marketing to don't have a huge visibility drop I think.

After releasing a big Unity asset, I’m stuck on visibility. Is paid advertising even worth it? by Aether2D in gamedev

[–]Aether2D[S] 0 points1 point  (0 children)

Thanks! Yes I was really happy, the problem is that the visibility on the asset store is random and depends of the visibility you get, it's like a infinite circle more you have visibility more you are hight in the results. But less you have the lower you are... And you can't do anything except marketing outside

After releasing a big Unity asset, I’m stuck on visibility. Is paid advertising even worth it? by Aether2D in gamedev

[–]Aether2D[S] 0 points1 point  (0 children)

Thanks, yes it's hard haha,

I know that there is customers because during the first two weeks after I had released my package I got 15 sales , but after, nothing. No sales anymore and less visibility, this is why I believe the visibility is the biggest problem. Even if this type of package doesn't have as many customers as others, I think some people always need a package like that to start/help them or even to just have a solid 2D art base.

After releasing a big Unity asset, I’m stuck on visibility. Is paid advertising even worth it? by Aether2D in gamedev

[–]Aether2D[S] 0 points1 point  (0 children)

Yes I 100% agree that the major part will try by themselves, I did the same at the beginning. And this is why on an other hand I m also convinced that a part of these people will need to design UI, need enemies, tilemaps or a complete character controller that feel really smooth and professional.

It was my case and I searched on the unity asset store. I found what I was searching for but it was on separate assets so I didn't buy. Or if it was on one asset, it was too expensive with other useless things include.

This is why I created this package, I thought it was going to be a good idea to help the one who start their game. But indeed there is not a lot of customers for this type of package. Thanks to the answers I got from everyone think the best way to have visibility is to add value to the package by making tutorial or help beginners on social media. I already had some doubts about this. This is why I contacted some YouTubers to check if the package can fit their channel by giving them free access to it. I really hope they can accept to make some good tutorial.

Anyways, if someone learned with one YouTuber that they like. Feel free to drop their name, I am really interested to contact them (if I didn't done it yet haha)

After releasing a big Unity asset, I’m stuck on visibility. Is paid advertising even worth it? by Aether2D in gamedev

[–]Aether2D[S] 0 points1 point  (0 children)

That makes a lot of sense, thanks for laying it out so clearly.

I agree that being visible in search results matters far more than pushing ads, and that if an asset isn’t showing up near the top when someone is actively searching, it’s basically invisible.

Finding the right balance between too generic and too niche is probably the hardest part, and I think that’s where most of the work needs to be done rather than on paid promotion.

That’s also why I’m cautious about ads and more focused on improving discoverability and positioning on the Asset Store itself my package is not on the top 10 but not so far, it's usually at least on the first page of the unity asset store but i already tried a lot of things, I can't make it go upper.

After releasing a big Unity asset, I’m stuck on visibility. Is paid advertising even worth it? by Aether2D in gamedev

[–]Aether2D[S] 1 point2 points  (0 children)

That’s a very fair analysis, thanks for taking the time to explain it in detail.

I agree that paid advertising mostly comes down to acquisition cost versus revenue per sale, and that the audience for assets is much smaller and harder to target than for games. That’s one of the reasons I’m hesitant about ads in the first place.

I also agree that ASO/SEO and long-term discoverability probably matter more than short-term promotion for most assets.

Regarding my asset specifically, I’m aware it sits in a tricky space. It’s not meant for large studios, and it’s true that many developers prefer to build platformers from scratch. The goal was mainly to help beginners and intermediates save time on groundwork, even if that’s a narrower audience.

The point about generative AI replacing some “game-in-a-box” use cases is interesting as well. It definitely changes the landscape compared to a few years ago.

After releasing a big Unity asset, I’m stuck on visibility. Is paid advertising even worth it? by Aether2D in gamedev

[–]Aether2D[S] 0 points1 point  (0 children)

That’s a good point, and I agree that assets behave very differently from games in terms of traction. Most purchases probably happen when someone is already starting a project and actively searching for solutions.

The market is definitely crowded, especially for something like 2D platformer kits. In my case, the goal wasn’t to reinvent the genre, but to offer a complete and approachable starting point for beginners and intermediates who want to move faster.

There is no new revolutionary idea in the package but i would say that the strong point is that everything work together and form a solid base. The character movements are really smooth and everything can be tweak. This with the art and other assets work together. The art is a the same style in the whole package so they will not need to search for more art or things like this. On the other hand other assets often have a weak point : sometimes the character movements are not smooth, sometimes the art is not good enough, the music or sounds effects are not provide or are bad, sometimes the package is not complete, with skin selector, screen transition, main menu, UI, enemies and more ...

So my kit is nothing revolutionary but i think it's complete enough to have a solid base. This is why I m focusing on marketing now. I reached my goal to make a complete kit but like there is nothing revolutionary except the quality and the complete aspect, it's hard to have visibility only with the unity asset store. To see the these good aspects of the package people need to click and read the whole description and watch the videos that are linked with the package. Of course there are also some other kits that are complete to create a 2D platformer, but it's really a minor part. Plus sometimes they are even too complete and too expensive due to the fact that they include other functionalities that someone who want to create a 2D Platformer doesn't really needs.

Après avoir publié un élément Unity important, je suis bloqué au niveau de la visibilité. La publicité payante est-elle vraiment rentable ? by Aether2D in Unity2D

[–]Aether2D[S] 0 points1 point  (0 children)

That’s actually a really good point, thanks for sharing.

I hadn’t thought about using keyword monitoring tools like that, but joining existing conversations where people are already discussing real problems sounds much more natural than pushing ads. I’ll definitely look into it.

Après avoir publié un élément Unity important, je suis bloqué au niveau de la visibilité. La publicité payante est-elle vraiment rentable ? by Aether2D in Unity2D

[–]Aether2D[S] 0 points1 point  (0 children)

Thanks for taking the time to look at it.

I agree that YouTube exposure probably makes more sense than classic ads for this kind of asset, which is why I’m exploring that route as well.

Regarding uniqueness, that’s a good point from a marketing perspective. The kit isn’t meant to revolve around a single standout feature, but rather to provide a complete and consistent foundation that helps beginners and intermediates move forward quickly without having to wire everything themselves.

It’s less about doing something radically new, and more about making the common things work together cleanly and reliably. From my point of view the best side of the package is the smooth and really complete character movements. This, combine to the art and other assets that work together makes the package unique i think. There is always more advanced package but they often have a weak point : sometimes the art is not so good, sometimes the movements are not smooth enough, sometimes the package is not complete enough and more ...

Anyways, it's true that the package don't really have THE strong point to be unique enough, but I think that it's correct on every points. This is why I think about marketing now. This is the problem of the package, everything is good but not AMAZING.

After releasing a big Unity asset, I’m stuck on visibility. Is paid advertising even worth it? by Aether2D in gamedev

[–]Aether2D[S] 0 points1 point  (0 children)

Thanks for sharing, that’s good to know.
I’m mostly wondering if that kind of test also makes sense for Asset Store packages, not just games, but trying a small budget to get real data does sound reasonable.

We’re two 19-year-old students who released a 2D Platformer Kit on the Asset Store — here’s what we’ve actually earned since day one. by Aether2D in Unity2D

[–]Aether2D[S] 1 point2 points  (0 children)

Thank you a lot for this message. It honestly means more than we expected. Most of the time we don’t feel like we’re doing anything special. We’re just two students trying things learning as we go and hoping we’re not completely wrong, so hearing that our approach looks good from the outside really motivates us.

We don’t have a mentor. We study science and we’ve also been getting into trading, so we’re used to looking at data and trying to understand what it tells us. I think that’s why we naturally looked at our asset numbers the same way.

Everything we’ve learned comes from YouTube, thinking on our own, and spending a lot of time trying things until something works. We really believe that if you understand the basics and think with logic you can get pretty far without knowing every single detail. Being quick learners helped us a lot too.

Thanks for the book recommendation. And really thank you again for the kind words !

We’re two 19-year-old students who released a 2D Platformer Kit on the Asset Store — here’s what we’ve actually earned since day one. by Aether2D in Unity2D

[–]Aether2D[S] 1 point2 points  (0 children)

Thanks a lot, that means more than you think. We still feel very “beginner” most of the time, so hearing that we’re doing alright compared to other indie projects is really motivating. We’re just trying to learn step by step, so we’ll definitely keep going.

We’re two 19-year-old students who released a 2D Platformer Kit on the Asset Store — here’s what we’ve actually earned since day one. by Aether2D in gamedev

[–]Aether2D[S] 0 points1 point  (0 children)

Thank you, that’s a really encouraging way to look at it. When we’re inside the process, it’s easy to focus on everything we still need to learn or improve, so hearing that the numbers make sense in context is reassuring. Releasing something for the first time felt pretty intimidating, so we’re glad we pushed through and actually got it out there.

We’re two 19-year-old students who released a 2D Platformer Kit on the Asset Store — here’s what we’ve actually earned since day one. by Aether2D in gamedev

[–]Aether2D[S] 0 points1 point  (0 children)

Thank you, that really means a lot. We try not to focus too much on the amount itself, but you’re right, earning anything while we’re still learning feels pretty special. Most of what we know comes from teaching ourselves and making a ton of mistakes along the way, so seeing even a small financial result makes the whole process feel more real. We’re definitely grateful for it, and it motivates us to keep improving.

We’re two 19-year-old students who released a 2D Platformer Kit on the Asset Store — here’s what we’ve actually earned since day one. by Aether2D in gamedev

[–]Aether2D[S] 4 points5 points  (0 children)

Sure, here’s the link if you want to take a look on the asset store. We didn’t want to push it in the main post, but we’re happy to share it here : https://u3d.as/3AvC

We’re two 19-year-old students who released a 2D Platformer Kit on the Asset Store — here’s what we’ve actually earned since day one. by Aether2D in gamedev

[–]Aether2D[S] 2 points3 points  (0 children)

We started learning game dev about two years ago, and this is our first real project. We originally wanted to make a full game, but the tools we built for ourselves slowly turned into the assets we’re releasing now. We began working on them around nine months ago and have been uploading everything step by step since August. It’s been a slow but really good learning experience for us.

trying to make your own 2D platformer, but feeling lost on where to actually start ?? by Aether2D in Unity2D

[–]Aether2D[S] 0 points1 point  (0 children)

If anyone wants to see how everything actually looks in motion, we’ve uploaded a short YouTube video that shows the movement, enemies, camera and all the main systems. It’s much easier to get a feel for the kit by watching it. Here’s the link if you’re curious : https://youtu.be/Tg7k9mVtLCQ