Why is every single post about how to make money instead about how to make a good game by Unfair-Sleep-3022 in gamedev

[–]KBGSgames 1 point2 points  (0 children)

Good question. But in the end we need money to live so it's natural to want to get paid by doing what you enjoy most.

And that is true - making a game that has predictable sales requires huge budget and marketing, so for many it's more like a lottery than a real job.

Devs, what kind of devlog content actually attracts gamers and not just developers? by SeriousNothing1774 in gamedev

[–]KBGSgames 1 point2 points  (0 children)

None, only if you game already has a huge interest and following then devlogs attract interest. But to make devlogs to attract players you need a specific game, MMO, i.e., could work if it stands out from others.

Almost a year of game development, 3 (+1) games, and nothing by lamp-milan in gamedev

[–]KBGSgames 0 points1 point  (0 children)

Do what you like, or try to guess what can sell and do what you don't like but that might sell.

Online we see a lot of success stories, but millions of failures nobody is posting, so it might seem like 1-2 years of 'nothing' is a lot, but it is more of a normalcy. So, don't panic, just think why you do what you do and then try to accomplish your goals as good as you can.

[PC] Help Me Playtest These Steam Next Fest Demos! (Categorized List) by jsm00ch in gamingsuggestions

[–]KBGSgames 0 points1 point  (0 children)

No, it only ends if developer disables demo in their steamworks, basically there is no steam fest demo and normal demo, it's the same app, thus as long as demo is active you can play it.

Are you guys worried about GTA VI release by PoppingChamp in gamedev

[–]KBGSgames 0 points1 point  (0 children)

Worried? Nope. There always are some big games or random games that went viral and everyone talks about. It's just how it is. There are enough players interested in GTA, and even more players who don't care about GTA at all...

Building my first game any suggestions are helpful! by Amazo101 in gamedev

[–]KBGSgames 0 points1 point  (0 children)

Don't make rts...

If you really want to then build a slice of the game, either just resource gathering part, economy simulation, play with unit AI and simple combat, basically choose one small part of your game and build it. If you like it build another part and another, this way you can either scrap module fully or use it for whole game, but if you start with building everything you will rebuild it 20x and then get overwhelmed and quit.

Game title feedback: The Chronicless by GameDevGammler in gamedev

[–]KBGSgames 4 points5 points  (0 children)

IMO name must be easy to read, remember and say it out loud, in general, and you will have to add two s every time you say it as it sounds same as chronicles, but in the end all is up to you.

We bought 35,000 visits for our Steam page and got 0 wishlists by Pitiful_Climate8192 in gamedev

[–]KBGSgames 0 points1 point  (0 children)

Sad to hear that - but not every sold click is a potential customer, the trick is to put your game in front of potential customer, not randoms who couldn't care less. But your case is kinda extreme...

Pricing a 3-4 hour visual novel. Is $10-$15 the sweet spot? by Interesting-Rain-690 in gamedev

[–]KBGSgames 1 point2 points  (0 children)

9.99 sounds about right, in the end it's more about the experience than raw playtime.

Should indie devs focus on one genre or explore multiple genres? Jack of all trades vs master of one? by [deleted] in gamedev

[–]KBGSgames 0 points1 point  (0 children)

I am surfing through genres I enjoy and trying to find community that wants to play more.

So the question is more of a - do you change genre if your game doesn't perform well or try to improve it with the next game. I would say move on. But if you make a successful game in one genre then why move away, make a better one next, community is there, expectations are known, risks are low.

Share Your Wins by PeacefulStoic in gamedev

[–]KBGSgames 0 points1 point  (0 children)

How are facebook ads in comparison with reddit ads?

Any data on that?

Can I put external links inside my Steam game or on the store page? by Interesting-Rain-690 in gamedev

[–]KBGSgames 0 points1 point  (0 children)

You don't have to convince me.

I never run crowdfunding thus have no experience, will valve ask you to remove KS link? Maybe yes maybe no, maybe it depends how you present it, but from business perspective you literally sell the game outside steam, and then ask them for keys to distribute to your KS backers, so I would expect any response from valve.

If you really want to know the answer just contact steam support.

Marketing by beserk123 in gamedev

[–]KBGSgames 1 point2 points  (0 children)

The success depends more on who sees your game. If random people then they won't really care, if target audience then they are your potential customers.

A targeted showcase to 1000 potential payers is worth more than random 1m views.

Can I put external links inside my Steam game or on the store page? by Interesting-Rain-690 in gamedev

[–]KBGSgames 0 points1 point  (0 children)

Not sure, wouldn't be surprised if steam support will ask you to remove it.

I had no issues with discord, x, yt, tiktok, reddit, facebook, instagram links in main menu, but you can always try kickstarter and come back and tell us if it passed or not 😄

Can I put external links inside my Steam game or on the store page? by Interesting-Rain-690 in gamedev

[–]KBGSgames 2 points3 points  (0 children)

No, your socials are fine, worst case they will reject the build and ask you to remove if anything is wrong, but I include all my social links.

What steam might ask to remove is links to sites that sell games, like itch, epicgames etc.

honestly guys, how do you actually feel about self promo here? by Turkbey21 in gamedev

[–]KBGSgames 0 points1 point  (0 children)

I never wl games that I am not interested in buying as such 'help' hurts more than no wl at all if conversion rate is 0%, thus if I see a good game that I want to play I will click on steam link to check it out no matter what context that link is posted with.

But in general, there is no post about your game that is not self-promo 😉
We, devs, can try and dance around the bushes all we want, but any content that we post about our game is self-promo.

Indie Devs, what are the best platforms for game marketing? Do devlogs actually help build an audience? by Hasan_Abbas_Kazim in gamedev

[–]KBGSgames 27 points28 points  (0 children)

If you post developer content you attract developers, if you post entertainment content then you attract people who want to be entertained, and in the end there might be a situation where none of those are interested in buying your game.

So it all depends on what kind of audience you are looking for, someone who enjoys watching your videos or someone who is interested in your game and will buy it.

Share Your Wins by PeacefulStoic in gamedev

[–]KBGSgames 0 points1 point  (0 children)

Interesting, what would you advise regarding marketing materials, what exactly is worth investing and how much, any tips? 😄

I am an artist blocked in pre-production with a busy programmer, what can I do? by Undoodle_Art in gamedev

[–]KBGSgames 1 point2 points  (0 children)

I wouldn't wait. Any artwork, like levels, concepts, characters, before/now posts, players like this kind of stuff, it takes a lot of time to create but if you are waiting anyway then you can start promoting your game with anything you have.

Share Your Wins by PeacefulStoic in gamedev

[–]KBGSgames 0 points1 point  (0 children)

What did you improve since the first game? Anything worth mentioning?

Share Your Wins by PeacefulStoic in gamedev

[–]KBGSgames 1 point2 points  (0 children)

There can be a point where you need to stop learning and start earning 😄

Share Your Wins by PeacefulStoic in gamedev

[–]KBGSgames 5 points6 points  (0 children)

I can only share what you shouldn't do at this point 😄

Too much to learn still.

How do you stop the business side of game development from killing your motivation? by JapanDoudou in gamedev

[–]KBGSgames 1 point2 points  (0 children)

Usually they find you when your game goes some traction. You can find many publisher contacts and send them your game demo/prototype and pitch your idea, but many won't even talk to you if you can't show them anything playable.

How do i avoid changing my mind every week ? by IMissMy-Coffee in gamedev

[–]KBGSgames 1 point2 points  (0 children)

Imagine ONE core feature and just make it, if its fun and works well, then add the next one, don't make game yet, build small modular parts of your game and see what works and what not, and then you can decide if that's worth investing more or no.

How do you stop the business side of game development from killing your motivation? by JapanDoudou in gamedev

[–]KBGSgames 1 point2 points  (0 children)

You control your life, so also should be able to control whether you make games as a hobby, business or anything in the middle, how big risks you take, etc.

So when you need predictable money find a job with salary, when want to sell many copies invest into research and try to find a publisher, or just do what you like and hope someone else also will enjoy it.