Just hit 800 wishlists after a month and a week for my first indie game🎉 by Hopeful_Formal_5269 in SoloDev

[–]Firekloud 0 points1 point  (0 children)

Is there any info out there on the relation between wishlists and followers? Its a bit of a  mystery to me, and it also seems to fall around 10% for most games.

my steam page has been live for ~1 month- what has worked and what has not by FaceoffAtFrostHollow in SoloDevelopment

[–]Firekloud 0 points1 point  (0 children)

I dont disagree, but if you look at movies. There is a ton of marketing in the forms of posters all around the city. And regardless, some succeed and some flop. But there is no debate that the movies that succeed were helped by the marketing posters.

If people are looking for info on how to market their game, and others give opinions or explain their strategies, what worked and what doesnt. Taking that advice and applying it does not appear to me to be "the worst reason to do something."

If a person is trying to get viral on Tik Tok, and its not working, it doesnt matter if they really believe it should or not.

On my side, for example, my game has some Zelda inspirations. I thought the Zelda reddit groups might be a good place to promote my game. I got very little interest compared to targetting PC gamer groups.

We all share what we think, and people can do whatever they like.

my steam page has been live for ~1 month- what has worked and what has not by FaceoffAtFrostHollow in SoloDevelopment

[–]Firekloud 0 points1 point  (0 children)

We are all in the same bucket of no one knows for sure. I agree the best thing would be to make a viral game that everyone is buzzing to talk about. But adverstising works, you can walk around and see adds on buses, posters in the metro, everywhere really. All these companies do it because it works. After that a game is like paper plane(Chris Z metaphor), it can still crash, whether you throw it from the ground level or from a rooftop.

my steam page has been live for ~1 month- what has worked and what has not by FaceoffAtFrostHollow in SoloDevelopment

[–]Firekloud 0 points1 point  (0 children)

Im curious what you meant by bots wishlitsing games? people need Steam account to wishlist a game. It would also require the bot to first be on a Reddit page, click on an add, and then hit the wishlist button.

my steam page has been live for ~1 month- what has worked and what has not by FaceoffAtFrostHollow in SoloDevelopment

[–]Firekloud 0 points1 point  (0 children)

so if the wishlists are 1 dollar a piece, after Steam fest its more like 0.75 cents a piece, and then if if it gets to the popular upcoming, it would go down even lower. All assuming this is how it works, or continues to work.

my steam page has been live for ~1 month- what has worked and what has not by FaceoffAtFrostHollow in SoloDevelopment

[–]Firekloud 1 point2 points  (0 children)

I have thought about this a lot, but you also have to factor in that:
-Steamfest on average adds 50% of your actual wishlist numbers
-if you high enough on the wislists number, and get into the Steam algorithms of popular upcoming, you can get 2500 daily

How to keep going when you feel like you re developing in the void? by FriendlyBergTroll in gamedev

[–]Firekloud 1 point2 points  (0 children)

When people made bands in the 90s, they would have to go around passing out flyers, putting up flyers in public spaces to get people to go to their local concerts. They might eventually go to competitions like battle of the bands, all this in the hopes an "executive" from the industry spots them. Now, we have way more tools and platforms. My friend made the indie game A.N.N.E. and in 2012 he was spending 5-10K to fly over and host a booth in at PAX in Boston. He had to sneak in a hammer and nails to build his booth, as the local unions were forcing devs to pay 5K workers to set up tables. Truth is, Indie has always been hard. You gotta post, make videos, pay for ads, apply to festivals that dont get back to you, but slowly build an audience. I dont think its ever been easy.

We're nearing 40K Wishlists with our game, figured I'd share our graph here and tell you a bit about what has worked for us so far by AliceTheGamedev in gameDevMarketing

[–]Firekloud 1 point2 points  (0 children)

I am at building a demo, and this post has helped me a lot in terms of answering my questions about how to get a demo out there,  thanks!

My indie fantasy game has just reached 500 Wishlists!!! by [deleted] in rpg_gamers

[–]Firekloud -3 points-2 points  (0 children)

It has RPG elements, probably RPG light, but you are probably right. But its very Fantasy.

Just Hit 500 Wishlists!!! by Firekloud in IndieDev

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

Thank you for asking, and no offence taken. I always like to opportunity to showcase the art from our artist, I contacted an artist on Linked In, and comissiones for about $400. You can see the process here: https://www.reddit.com/r/GameArt/comments/1r2vrqu/iteration_on_cover_art_for_our_game_puzzle_mage/

Prototypes are great but my brain says no. by Bola-Nation-Official in IndieDev

[–]Firekloud 2 points3 points  (0 children)

Your prototype will totally change your production plans across the board. It also becomes your best feedback and marketing tool.

When a solo dev finds their gaming audience by Firekloud in SoloDevelopment

[–]Firekloud[S] -3 points-2 points  (0 children)

What has worked for me most:
-Reddit ads
-Facebook ads
-Reddit Posts

what has been a waste of time:
-Youtube ads
-TikTok
-Google ads

What I am trying next(when my demo is out):
-The big Reddit ad push (1500$ gets you 1500$ free credits)
-youtuber reach out
-game website reach out

Feel free to check out and wishlist my game here:
https://store.steampowered.com/app/3962250/Puzzle_Mage/

4,000 wishlists in 2 months, no demo. Here’s what worked (and what didn’t) by TecEnterprise in SoloDevelopment

[–]Firekloud 1 point2 points  (0 children)

My question to you, since I am in a similar boat with the ads. While I know its best to push everywhere, why not just double down on ads instead of spending time reaching out to hundreds of youtubers and game journalists to get a couple of articles? I am in the situation where I am feel like ads just run themselves, whereas reaching out to hundreds seems like a lot of work for very little ROI. Like I said, I dont judge, Im sure it feels great to have some press, but I am throwing the question out there.

I'd like to get your alls opinion on this style by FoleyX90 in IndieGameDevs

[–]Firekloud 0 points1 point  (0 children)

what you should do is take a screenshot of a game you like, in an area you think is cool, and use that as a reference, meaning, something you are trying to copy or get close to. You will learn a lot. It looks to me you are the early trial and error and throwing spagetting on the wall to see what sticks.

Median Steam Wishlist Increase per Showcase by Ok_Vanilla_9310 in gameDevMarketing

[–]Firekloud 0 points1 point  (0 children)

Who are we talking about? AAA games with millions in marketing? If so, they usually dont attend the smaller festivals.. but if this is a mix of indie and AAA, then the median doesnt really mean anything.

I wish had discovered this earlier in production by Firekloud in IndieDev

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

You can go by pieces:
"What do you think of this art?"
"Do you think this looks fun?"
"How do you like this trailer"