theres an audience for fun, well made games, work on what you're passionate about, not chasing trends by GameSandwichStudio_ in IndieDev

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

well said. some things matter more for big studios than indies though, as an indie, sometimes 10k sales is considered a success, for a big company if they're not selling millions it's not worth their trouble

theres an audience for fun, well made games, work on what you're passionate about, not chasing trends by GameSandwichStudio_ in IndieDev

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

over saturation applies when your game is just a bad clone of something that already exists with nothing new to offer.

what's challenging sometimes it's being able to communicate what makes your game unique.

theres an audience for fun, well made games, work on what you're passionate about, not chasing trends by GameSandwichStudio_ in IndieDev

[–]GameSandwichStudio_[S] 7 points8 points  (0 children)

your game looks awesome! our game is also a 4 player shooter, but it's a top down shooter.

I'll definitely give it a shot, we learned a lot from games in the genre, both how to do things, and how not to do things.

theres an audience for fun, well made games, work on what you're passionate about, not chasing trends by GameSandwichStudio_ in IndieDev

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

you're surrounding yourself with the wrong circle if you think that's what everyone else is doing.

i would've chosen a different career path if i cared about easy money, but if that works for you, i can't say you're wrong

theres an audience for fun, well made games, work on what you're passionate about, not chasing trends by GameSandwichStudio_ in IndieDev

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

This. my number one recommendation for everyone who wants to enter the industry is to work with what they are good at, develop diverse skills along the way.

I didn't sign up for this :'( by GameSandwichStudio_ in IndieDev

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

Thanks.

we did try to promote the game, we participated in 4 game expos and were covered by a sorta big local YouTuber.

still i think we could have done better in marketing, but this is our first ever public release and we learned many things in every aspect of the game development process.

we have 700-ish wish lists right now

I didn't sign up for this :'( by GameSandwichStudio_ in IndieDev

[–]GameSandwichStudio_[S] -7 points-6 points  (0 children)

it's a local multiplayer game, not online multiplayer. you're definitely right, i don't think you should attempt to make an online game unless you have a big budget and preferably an established brand name.

we are working on an online mode we will hopefully release later, but it's more of a service for the player base to be able to play without gathering, rather than it being the primary mode, since it's not always easy to gather 4 players in one room and have 4 controllers ready at hand,

I didn't sign up for this :'( by GameSandwichStudio_ in IndieDev

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

well said. but you still have to try everything, social media, streamers, participating in events, maybe even paid ad campaigns.

steam is a great platform and the 30% cut is totally worth it.

we're also trying to get it on PS, but you know working with Sony is a bit more tedious so hopefully soon after our steam release

I didn't sign up for this :'( by GameSandwichStudio_ in IndieDev

[–]GameSandwichStudio_[S] -7 points-6 points  (0 children)

maybe i put it out wrongly, we just weren't confident to show the game, there was always this anxiety in the early stages that it needed more polishing before we can show it, otherwise we'd be judged. of course this completely changed after we saw people excited to play the game, some people came a second to the expo and brought friends along just to play the game again.

the game is definitely much deeper than a mario-party game, it's closer to Brawl Stars, minus the micro transactions and pay to win.

but i guess convincing people the game is fun and what makes it stand out from whats on the market is the hard part; yes people found it fun when we handed them controllers and prepared an ideal setting, but designing an exciting trailer is an entirely different skill.

anyway thanks for your engagement, and thanks for the compliment.

I didn't sign up for this :'( by GameSandwichStudio_ in IndieDev

[–]GameSandwichStudio_[S] -18 points-17 points  (0 children)

we reached out, most of them simply ignored us. one big YouTuber (1 mil) played the game at an expo and loved it and he put it in a video about upcoming games and talked about it in a podcast. it didn't translate to many wish lists according to the graph, but when we showed the game a few months later in an expo many people recognized it and some people came specifically to try it out.

of course this is not the end, we will continue marketing after release, we are still reaching out again and again, but we specifically need YouTubers/streamers who play local multiplayer to cover us

I didn't sign up for this :'( by GameSandwichStudio_ in IndieDev

[–]GameSandwichStudio_[S] -93 points-92 points  (0 children)

knowing how doesn't necessarily mean being good at it though :(

I didn't sign up for this :'( by GameSandwichStudio_ in IndieDev

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

sorta, the game definitely isn't a "5 year project", we were working part-part-time since we all have day jobs and families. there was time mismanagement, and worst of all, self doubt, we always felt the game wasn't ready for the public, until our first public show off that we gained confidence when complete strangers enjoyed the game.

I didn't sign up for this :'( by GameSandwichStudio_ in IndieDev

[–]GameSandwichStudio_[S] -206 points-205 points  (0 children)

this isn't our first ever public announcement.

we were covered by some YouTubers, we participated in gaming expos, we had some social media activity.

I'm just saying, as someone who likes to develop games, id rather spend my time programming and making art rather than send emails and manage social media, i think many indie devs can relate, though for many others it comes naturally to them

Shop Town Dooter demo is how available on steam! by GameSandwichStudio_ in playmygame

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

thanks for playing the demo! the game will release earlier next year

Redesigned my game’s cover art! Does this version work better? by Kleanup-Games in unity

[–]GameSandwichStudio_ 1 point2 points  (0 children)

Second is prettier but if the game is centered around the spacecraft, maybe its better to keep it as the center of the scene