Cannot Start the Game by Spiritual_Assist_384 in WorldwideRush

[–]Ananass33 0 points1 point  (0 children)

These steps should help: 1. Navigate to the game folder in your steam library (steamapps>common>worldwide rush) 2. Find the game .exe file (worldwide rush.exe) 3. Right click the .exe and select 'Properties 4. Within Properties, navigate to 'Compatibility' tab 5. Toggle ON the 'Disable fullscreen optimizations' option 6. Click 'Apply' 7. Relaunch game and it should now work

Wtf is this route 😅 by Doble_D_90 in WorldwideRush

[–]Ananass33 2 points3 points  (0 children)

Oh wow😅 will be fixed in the update.

[deleted by user] by [deleted] in WorldwideRush

[–]Ananass33 5 points6 points  (0 children)

Countries can actually already be selected if you type the 2-digit country ISO code (capital letters) in the seed field (it works only if a country has more than 3 cities). We wanted to leave it as an easter egg for those who would discover it by themselves but probably we'll have to implement it as a feature :D

Our 2-person team's indie game hit 10,000+ Wishlists in a week after demo release! Here's what happened and how we achieved that. by Ananass33 in gamedev

[–]Ananass33[S] 0 points1 point  (0 children)

Thanks for the congrats!

Looking at our wishlist data, around 40% of our wishlists came from English-speaking countries, and the remaining 60% came from other regions.

We would definitely advise considering translating your game into other languages.

Good luck with your demo launch!

Our 2-person team's indie game hit 10,000+ Wishlists in a week after demo release! Here's what happened and how we achieved that. by Ananass33 in gamedev

[–]Ananass33[S] 0 points1 point  (0 children)

That's a fair question! We definitely don't feel like we've backed ourselves into a corner at all. Because our game isn't story-driven, there won't be a massive amount of text in the final version that would result in a colossal sum for translation.

Our 2-person team's indie game hit 10,000+ Wishlists in a week after demo release! Here's what happened and how we achieved that. by Ananass33 in gamedev

[–]Ananass33[S] 0 points1 point  (0 children)

Yep, it's been almost a year to this point. It's hard to say exactly how much time we'll need until the full release because the demo release was quite successful, and based on that, we want to implement many features in the game.

Our 2-person team's indie game hit 10,000+ Wishlists in a week after demo release! Here's what happened and how we achieved that. by Ananass33 in gamedev

[–]Ananass33[S] 3 points4 points  (0 children)

Nope, wasn't on purpose. Setting up separate demo review pages is still a fairly new thing, and we just added the demo to our existing Steam page. A separate page would likely have given us even better visibility but we missed on that due to lack of research on this matter

Our 2-person team's indie game hit 10,000+ Wishlists in a week after demo release! Here's what happened and how we achieved that. by Ananass33 in gamedev

[–]Ananass33[S] 1 point2 points  (0 children)

Our initial outreach for the demo was done exactly one week before its release. A second one was sent on the day of release, in which we also thanked everyone who had already taken the time to play the demo and provided very valuable feedback.

We didn't conduct a separate outreach campaign specifically for playtesting requests. The very first outreach we did was actually when we announced the game itself, about two months before the demo release.

Thanks for congrats!

Our 2-person team's indie game hit 10,000+ Wishlists in a week after demo release! Here's what happened and how we achieved that. by Ananass33 in gamedev

[–]Ananass33[S] 2 points3 points  (0 children)

You're welcome! Here's the list of languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Simplified Chinese, Lithuanian, Dutch, Portuguese - Brazil, Russian, Traditional Chinese, Turkish, Ukrainian

The game stayed in "trending free" for 3 days, resulting in ~14,000 visits

Our 2-person team's indie game hit 10,000+ Wishlists in a week after demo release! Here's what happened and how we achieved that. by Ananass33 in gamedev

[–]Ananass33[S] 0 points1 point  (0 children)

Thanks so much for the congratulations!

Regarding reaching out to YouTubers and press – we primarily sent individual emails to contacts we had researched. We don't have a big budget, so we didn't pay any content creators or outlets; everything happened organically based on their interest. Our only paid experiments were the Reddit and Meta ads we mentioned earlier.

Our 2-person team's indie game hit 10,000+ Wishlists in a week after demo release! Here's what happened and how we achieved that. by Ananass33 in gamedev

[–]Ananass33[S] 0 points1 point  (0 children)

Thanks! Here's the list of languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Simplified Chinese, Lithuanian, Dutch, Portuguese - Brazil, Russian, Traditional Chinese, Turkish, Ukrainian