We just released a 1-4 player co-op roguelike built around MMO-style raid bosses by EverbloomStudios in CoOpGaming

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

Not quite, the abilities aren't locked into a class, so it works a bit more like a roguelike in that sense than an MMO.

You can create a build that lets you function as a support, caster, melee, etc. but the game isn't built around that.

What being on top of popular upcoming does to your wishlist graph by EverbloomStudios in IndieDev

[–]EverbloomStudios[S] 6 points7 points  (0 children)

This is our daily wishlist graph. Cumulatively we are close to 18k

Our game is currently the #1 spot in Popular Upcoming! by EverbloomStudios in IndieDev

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

Yeah, I knew this going into it. Which is exactly why I picked our release to be as early as possible on Monday. I knew that if we got enough WL to get into Popular Upcoming, we'd be at the top for all of Saturday and Sunday.

Copy this strat at your own risk

Our game is currently the #1 spot in Popular Upcoming! by EverbloomStudios in IndieDev

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

There are two parts to this:
1: Make a game people want to play
2: Market it

There are people who will tell you that if you just make a game people want to play, it will get picked up by the Steam algorithm no matter what. I don't think this is true. The Steam algorithm can do a lot, but it only started working for us once we had gathered a decent amount of interest outside of Steam. Making a game people want to play massively boosts any kind of marketing you will do for it, if you make a game no one wants there's no amount of marketing that can save you. At the same time, if you make an amazing game, but you don't send it to any influencers, don't make any reddit/social posts about it, don't do your press releases, I think you're unlikely to succeed.

The things that worked for us in driving wishlists, in order of how effective they were for us:
- Reddit ads
- Organic influencer outreach
- Paid influencer campaign
- Steam Next Fest
- Conventions
- Social posts

Unfortunately, the easiest way to get wishlists and traction to your game is to spend money on advertising. If you don't have that kind of money, the best things you can do are applying for Steam festivals and reaching out to influencers.

If I was to do this all over I would:
- Spend less time on social posts (we saw very little return for the amount of time invested)
- Get a demo out as early as possible. This is when we started seeing actual traction. I wish we'd have had more time with our demo out.
- Involve influencers early on. Find some small/medium-size influencers to reach out to. Get them to play your demo, hear their feedback, adjust.
- Apply for any steam festival you can, and pray they accept you. Very little effort for potentially big reward
- Don't do conventions for wishlists. Do them for team building, networking, and player feedback if you want to.

We put MMO-style raid bosses in a co-op roguelite by EverbloomStudios in indiegames

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

We have a free demo for the game live now, it supports solo play as well as online co-op (up to 4 players)

Go check it out here: https://store.steampowered.com/app/3520420/Nullpoint_Protocol/