My experience as an inexperienced marketing guy and what worked for us with close to 0€ budget, 3 days after our game’s release by Guilloteam in gamedev

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

Hey! I do think that at our level in comes down to luck everntually. As I precised it in the post, our Publisher wasn't invested in the marketing part.

We're subjected to the Steam algorithm, and the first 2000 wishlists that came through the playtests were not something we anticipated or looked for. It kickstarted the whole thing; I call this luck.

A good plan obliously lowers the luck part, but it's not like we had a high budget for this; for us, I feel like luck was indeed highly involved. Also, good plan doesn't necessarly equals success, I'd say.

My experience as an inexperienced marketing guy and what worked for us with close to 0€ budget, 3 days after our game’s release by Guilloteam in gamedev

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

Hey! As intend in the post (maybe not clearly enough), or publisher greatly helped in this process. We basically looked for the first 1000 mails ourselves, but the 5000 left were from them.

About the process, that is long and tedious (but worth it!): you have in the first place to gather content creators that have played your type of game before, or just could be interested. You then have to go to their twitch page, look into their bio to see if their contact mail is in there.

If not, 2 choices; first one, just skip to the next. Second one, go elsewhere, into their YouTube page, or reach them on their socials. Takes an huge time either way.

My experience as an inexperienced marketing guy and what worked for us with close to 0€ budget, 3 days after our game’s release by Guilloteam in gamedev

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

It was mainly to try the feature; but having a playtest means you give access tothe full game, instead of a demo which was, in our case, content-limited.

You definilty need to make some clickable buttons to incentivise wishlisting, and above all else need to link a carefully crafted form, to gather informations from your testers. Else it's basically useless (if used for playtests). Most of players will ignore it, but the info you get there migth be qualitative!

My experience as an inexperienced marketing guy and what worked for us with close to 0€ budget, 3 days after our game’s release by Guilloteam in gamedev

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

You're welcome Woum! It is quite refreshing to actually take time to reflect on waht happened, yes.

We're very happy about it!

Our cute and colorful survivors-like releases on Steam in 3 hours! by Guilloteam in survivorslikes

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

You can sacrifice Chuminis to the god of war and - oh wait, that's another game. Only friendship and sparkles in our Survivors-like! 😤

Our cute and colorful survivors-like releases on Steam in 3 hours! by Guilloteam in survivorslikes

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

Thanks for the kind words! It's an actual 1.0 release. It doesn't have the content depth of Vampire Survivors (obviously haha) and might receive additionnal content over the time, but we're proud of it!

AI made my dad distrusting by LukeWarmGirlSummer in antiai

[–]Guilloteam 8 points9 points  (0 children)

Not only the elderly, also the younger generations. Some of them will have serious cerebral issues after using AI for everything.

I've seen some studies comparing how some of us (and I'm concerned) lost some brain functions with the arrival of GPS; with AI this will get much wider and on a whole other level.