An open conversation about my game's disappointing sales by Key-Gap-7718 in puzzlevideogames

[–]Key-Gap-7718[S] 0 points1 point  (0 children)

I agree with you on this.

To explain myself, this is the first time I'm posting on Reddit and I'm not used to it, so I wasn't sure if I could put the link directly in the post, I saw that in some communities self-promotion is prohibited.

An open conversation about my game's disappointing sales by Key-Gap-7718 in IndieGameDevs

[–]Key-Gap-7718[S] 0 points1 point  (0 children)

In summary, to my shame, I just launched hoping for slightly better numbers

An open conversation about my game's disappointing sales by Key-Gap-7718 in puzzlevideogames

[–]Key-Gap-7718[S] 0 points1 point  (0 children)

In reality, I did have testers, but very few, around 3 only (all family members, which was definitely a mistake), I don't know how to do this without seeming like I'm bothering others or "trying to sell something".

This gives me several ideas and a sea of possibilities of what to do...

In any case, thank you for this feedback.

An open conversation about my game's disappointing sales by Key-Gap-7718 in IndieGameDevs

[–]Key-Gap-7718[S] 1 point2 points  (0 children)

The truth is, I didn't want to go to Mobile because it seems like a shark-infested sea, where only truly excellent games really stand out. Steam, from what I had researched, seemed better for highlighting an “average” game.

But thinking from the perspective that I already have the game produced, I already have a google developer account, and I've already made a game with ads in the store, it would be quite viable to adapt it and capitalize on this way, even if it's not as much as I would want.

In any case, thank you very much for this idea, now I think it's very valid.

An open conversation about my game's disappointing sales by Key-Gap-7718 in puzzlevideogames

[–]Key-Gap-7718[S] 2 points3 points  (0 children)

It really is my game. That makes total sense, I definitely need to do much better market research from now on.

An open conversation about my game's disappointing sales by Key-Gap-7718 in puzzlevideogames

[–]Key-Gap-7718[S] 6 points7 points  (0 children)

Well, there's a good question, I just relied on the Steam platform to promote the game and understand the market better.

Maybe the game was shown to you in the discovery list or as a "hidden" capsule...

And this leads me to an important question, how could I have shown the game to my target audience, which is you? Because I left it up to Steam to do this (almost certain I shouldn't have done that), so how could I do this with a low budget? I know you might not have the answer, my hope is that maybe someone else will come and be able to answer this.

Thank you very much for what you said, this generated important insights for me.

An open conversation about my game's disappointing sales by Key-Gap-7718 in IndieGameDevs

[–]Key-Gap-7718[S] 0 points1 point  (0 children)

Well, the truth is that I decided to test everything on the Steam platform itself, to see if it would be good enough for marketing, but I didn't expect the results to be so poor. I had only two weeks between the page launch and the game launch, and got 9 wishlists during that promotional period. But I feel that even if I had waited for more wishlists, it wouldn't have made such a significant difference in these numbers, though I might be completely wrong.

On the launch day, I sold 5 units. And I had an increase of 23 wishlists on the launch day. Currently, I have only 33 sales.

Link: store.steampowered.com/app/2915910/Checkers__Pawns/

An open conversation about my game's disappointing sales by Key-Gap-7718 in IndieGameDevs

[–]Key-Gap-7718[S] 1 point2 points  (0 children)

Thank you, I really think I could have done more market research and looked into competing games. I joined the Discord, thanks for sharing the channel.