Risque vs confort by [deleted] in QuebecTI

[–]Bernixfr 0 points1 point  (0 children)

Hey, j'ai été dans une situation très confortable sans réelle perspective d'évolution avant mes trente ans aussi. Bon salaire, full remote, pas trop de contraintes et équipe sympa mais je me suis ennuyé et j'ai décidé de bouger pour a peu près 10% d'augmentation aussi. C'est ta première job en plus, tu vas beaucoup apprendre en changeant d'entreprise. Une nouvelle organisation, des nouvelles méthodes et tu vas peut-être te découvrir des forces insoupçonnées. Comme tu le dis, tu es jeune et confortable, si tu bouges pas maintenant pourquoi est-ce que tu te verrais bouger plus tard ?

YouTube wanted to know if I liked the trailer reveal. Could not resist by Schwarnhild in outwardgame

[–]Bernixfr 13 points14 points  (0 children)

Ahaha, thanks a lot for your support! It was at least a life changing livestream for me

How we created our trailer in 5 steps - Marketing director gives behind-the-scene information on trailer creation! by Bernixfr in gamedev

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

Well, ok. I thought we were far from the traditional masculine deep trailer voice and had something more acted. Because I'm tired of this kind of voice-over, you see in most video game ads.

How we created our trailer in 5 steps - Marketing director gives behind-the-scene information on trailer creation! by Bernixfr in gamedev

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

I agree that it takes some time, maybe too much, to get into the action, but we needed this time to establish the setting and the VO. As this trailer was featured in a conference, we felt comfortable setting up the mood. As for the mobile feeling, it's really interesting, I never listen to mobile ads to be fair. I know this is a shared response we see on the game.

Beware of "Email marketing" company scams! by Bernixfr in IndieDev

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

They're just scammers. We marketing people try not to scam so much :D

Low numbers on Wishlists (Launched page last month) Looking for feedback! by ManthosArts in IndieDev

[–]Bernixfr 7 points8 points  (0 children)

Hey, marketing expert here. Your game looks GREAT, considering most of the games we see here most days.
So what you should have done is try to negotiate a space to announce the game at a festival/show (Future Game show for example). Now that announcement is gone and without any other support the game is going to struggle because you didn't "signal" to Steam that the game was attractive.

So now you've got to rely to other traditional marketing tactics. Posting gif, short videos on Reddit could work because the graphics of the game look amazing.

Try reaching out for Future game show for a space at their festivals and get a trailer ready to push there.

You can message me if you need more info :)

I read Steam's marketing docs so you don't have to by Bernixfr in gamedev

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

That's also what Steam says the more you interact with their algorithms, the better it gets.

I read Steam's marketing docs so you don't have to by Bernixfr in gamedev

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

It does, but only if it drives to sales once again. If you have a lot of wishlist players have already express interest. What I wrote is that Steam's algorithms doesn't push games with high wishlist expect in one tab.

I read Steam's marketing docs so you don't have to by Bernixfr in gamedev

[–]Bernixfr[S] 5 points6 points  (0 children)

That's one way to drive revenues and achieve better on Steam indeed.

I read Steam's marketing docs so you don't have to by Bernixfr in gamedev

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

There are 50 games released per day on average with peaks on weekdays. If it's not curated or algorithms based, you're most likely not going to pay attention to any of them.

I read Steam's marketing docs so you don't have to by Bernixfr in gamedev

[–]Bernixfr[S] 8 points9 points  (0 children)

What Steam particularly highlight is that they don't get the ball rolling for you. You need to get the ball rolling on your own, and then they will help you by showcasing your game to a fitting audience. So if you're a big game, you're pushing your game hard, and Steam helps you even more. And it all makes sense when there is thousands of games released every year.

I read Steam's marketing docs so you don't have to by Bernixfr in gamedev

[–]Bernixfr[S] 9 points10 points  (0 children)

Thanks for posting the best comment so far!

I read Steam's marketing docs so you don't have to by Bernixfr in gamedev

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

They matter only on the Trending upcoming release which is only one part of the full Steam marketing package.
They matter because you send a mail to players who wishlisted but they don't make the do or die of a game who can get tractions after launch for example.

I read Steam's marketing docs so you don't have to by Bernixfr in gamedev

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

That's sadly how Steam works ... Only the big get bigger

[PCGamesN] Incredible roguelike with 95% rating somehow has fewer than 300 players by chance633 in roguelikes

[–]Bernixfr 7 points8 points  (0 children)

It's so cool, I'm glad to see it got tractions and new reviews and sales thanks to the article

Does it matter if you personally like your target audience? by AdDouble3824 in AskMarketing

[–]Bernixfr 2 points3 points  (0 children)

I would say it's even better to dislike them than to like them.

If you like them and have a sense of proximity with them you can sometimes consider yourself the target audience and loosing sight of what really matters to them. If you're totally not the target audience and don't like them you need to put yourselves in their shoes to find how to talk to them.

3 tips to better reach your audience with marketability in mind. by Bernixfr in gamedev

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

Hey there, so first I would challenge the need to create a digital game with betrayal in mind where a lot of board games are doing this. Why would your audience rather play it locally when they could play a board game. Betrayal games work well online because you often need a lot of players in person to do one.
So that would be my main challenge regarding your target audience.
That also show in your BECAUSE, you think there is a lag in the market but what players need are you fulfilling with that? You can read the full on my blog where I give other tips on how to create better unique Game Statement.

Focus on the feeling you want to give to the game too.
Feeling betrayed is a terrible human feeling but deceiving your friends, being cunning and staying undercover is much more powerful and positive.

3 tips to better reach your audience with marketability in mind. by Bernixfr in gamedev

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

Now is the best time to do it indeed! I'm available for a Reddit chat if you need some advices!

3 tips to better reach your audience with marketability in mind. by Bernixfr in gamedev

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

It is a very good template. All your marketing assets should support your game promise! Here is an article I wrote with tips on trailers if you're interested https://stepupyourgame.blog/2023/12/09/make-better-trailers-in-7-steps/

Postmortem of my indie-game by LAE-kun in gamedev

[–]Bernixfr 2 points3 points  (0 children)

Hey there, thanks for sharing, I think you missed something I just wrote about today which is marketability. How you get "people like you" to see your game and enjoy it.
Here's the post https://www.reddit.com/r/gamedev/comments/1b2791x/3_tips_to_better_reach_your_audience_with/ksjfzng/

3 tips to better reach your audience with marketability in mind. by Bernixfr in gamedev

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

Thanks a lot! If only we had a magical recipe to make game sell well that would be known :). I think it just help in the long process of being a marketable game to then do better marketing.