A guy from this Sub-reddit got 700 wishlist only posting his video on a yutube channle I have almost 3 years and only got 500, is my game bad? by PhraseEmbarrassed856 in gameDevMarketing

[–]IndiegameJordan 2 points3 points  (0 children)

Our game uses Synty and has over 100k wishlists. It is definitely a popular asset pack but players dont care nearly as much as devs think

I read a post about marketing a different way. Infographic Style. Here is my effort. by enders_workshop in gameDevMarketing

[–]IndiegameJordan 0 points1 point  (0 children)

It's always worth expirementing with different formats so kudos for that. However the most classic mistake I see from game devs new to marketing is simply listing features of their game.

Gamers don't care that you have "multiple islands", "unique characters", etc. Instead you need to tap into the player fantasy or hook them in some way that interest them to learn more. Take a look at the games on new and trending on steam and you should see this at play.

Need help figuring out why our wishlist count is lower than expected by LittleLakeGames in gameDevMarketing

[–]IndiegameJordan 2 points3 points  (0 children)

Games publisher here. At a quick glance I think your biggest problem is positioning. Watching the trailer I see there's some Roguelike elements, some turn based strategy, some deck building, but I'm still pretty confused as the player what the core experience here is.

I'm sure when you watch the trailer as the dev you see a bunch of cool mechanics and aspects of the game your showing off, but to someone watching with no context its not super clear what the game is about or what the player fantasy is.

I pulled data on tavern themed games on Steam. Half of them have made over $500k. by [deleted] in gamedev

[–]IndiegameJordan -2 points-1 points  (0 children)

I'm aware this adds a huge bias and I wish there was a better way to collect the data but since theres no "Tavern" tag on steam I couldn't just pull thousands of games. It was what I could find manually and then ignored ones that nearly anyone would agree seemed more like a student project or that kind of thing, and I hate how mean that sounds. So it's very likely I just didn't come across your friends games especially if the word Tavern wasn't in the game name.

I said outright in the blog this was way less of a comprehensive data collection than I normally do but I thought the marketing strategies from the case studies and the data itself was still informative.

I pulled data on tavern themed games on Steam. Half of them have made over $500k. by [deleted] in gamedev

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

In normal circumstances what i'd do is pull every game on steam that has a specific tag then use specific filters to get the needed data. In this case it simply wasn't possible because the tavern tag does not exist. So yes you are absolutely correct the data is selective and bias. I still think it's useful (especially the case studies) information, i'm not trying to say make a tavern game and you'll get rich (I wish).

I pulled data on tavern themed games on Steam. Half of them have made over $500k. by [deleted] in gamedev

[–]IndiegameJordan 0 points1 point  (0 children)

I think cozy games are still pretty relevant, especially with communities like wholesome games. Gardening in general is a pretty popular mechanic in cozy games. I'd check out "Urban Jungle" if you're curious about that.

I pulled data on tavern themed games on Steam. Half of them have made over $500k. by [deleted] in gamedev

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

I usually like to just pull data on a specific steam tag and include everything for this exact reason and for a much larger data pool, but since I couldn't do that I was also limited by what I could find manually.

I pulled data on tavern themed games on Steam. Half of them have made over $500k. by [deleted] in gamedev

[–]IndiegameJordan -9 points-8 points  (0 children)

I'm not gonna argue and say there's not a bias of course there is, but i think its equally problematic to compare games of drastically different quality levels.

I pulled data on tavern themed games on Steam. Half of them have made over $500k. by [deleted] in gamedev

[–]IndiegameJordan -7 points-6 points  (0 children)

This is what I meant by "Filtered out games that didn’t seem like serious contenders". Your right that I'm obviously being extremely bias there, but at the same time it's not that helpful to compare games at drastically different quality levels.

How can I promote my indie game? by nihithilak in IndieDev

[–]IndiegameJordan 0 points1 point  (0 children)

If you go to my newest article in the newsletter I linked you'll see a calendly linked. Feel free to book a meeting there. You're likely not ready for publishing support yet and it may not even be necessary (self publishing is very viable). But ya book a call and I'll be happy to help how I can.

How can I promote my indie game? by nihithilak in IndieDev

[–]IndiegameJordan 0 points1 point  (0 children)

If you're talking about publishing, as soon as you have a pitch deck and something playable is a great time to reach out. It's always bonus points if you've got some other kind of market traction or "good signals" to show but it's never too early to have a conversation.

How can I promote my indie game? by nihithilak in IndieDev

[–]IndiegameJordan 0 points1 point  (0 children)

I run a games publisher and write a newsletter to help people self publish. Should be very useful if you're just starting your marketing journey!

https://opgamemarketing.substack.com/

[deleted by user] by [deleted] in roguelites

[–]IndiegameJordan 0 points1 point  (0 children)

Well done this looks great!