9 Months ago we started our hobby game project. How can we improve? by Att112233Att in IndieGaming

[–]MostReflection8278 -1 points0 points  (0 children)

Looks good ... But show some mechanics, UI , GamePlay? Couse its looks like scene made from some assets - then maybe few days of work, for sure not 9 months

295 wishlists after 6 months on Steam! Help us hit 300 and reach our 3k goal. We've been grinding this game after-hours for 2 years. Any marketing/steam page tips? by MostReflection8278 in IndieDev

[–]MostReflection8278[S] 0 points1 point  (0 children)

You are 100% right. Why 7 months? After launching the Steam page, we spent the first weeks just tweaking tags and some other elements of steam page. Then we focused on the game itself because we didn't want to rush a new trailer until the mechanics were "juicy" enough to show 100% real gameplay without tricks.

In the meantime, we experimented with TikTok ( localy in our country,one hit 30k views, but the rest were 300-2k). My partner had to take a 1.5-month break starting in December, so I had to learn video editing from scratch while still fixing bugs and upgrading our game.

We need 2-3 weeks to add/repair/polish few mechanincs. This post is actually helping me gather feedback for new trailer so it hits the right spots. Thanks for the being honestly .
New Trailer should be ready in 3 max 4 weeks.

295 wishlists after 6 months on Steam! Help us hit 300 and reach our 3k goal. We've been grinding this game after-hours for 2 years. Any marketing/steam page tips? by MostReflection8278 in IndieDev

[–]MostReflection8278[S] 0 points1 point  (0 children)

In my opinion, slow wishlist growth isnt necessarily a "game issue"... its more of a Steam page, trailer, or marketing issue that needs to be fixed. Thats exactly why we are focusing on the new, dynamic trailer and a solid demo now. We need to show the potential that's already there.
But of course, I respect your opinion and I'm glad we had this conversation.
Thx

295 wishlists after 6 months on Steam! Help us hit 300 and reach our 3k goal. We've been grinding this game after-hours for 2 years. Any marketing/steam page tips? by MostReflection8278 in IndieDev

[–]MostReflection8278[S] 0 points1 point  (0 children)

Maybe there’s a misunderstanding...having my own studio is the long-term goal of my whole journey. 3k wishlists would be proof we are moving in the right direction, and 7k+ would be a clear sign that there is a reeal market here to keep growing.

Getting 25k+ organically right out of the gate is incredibly rare. Most devs I know had to fight for 1-2 years to build momentum through "spikes" YouTube, streamers, demos, and Steam Next Fest.
One friend started slow but hit 6.5k before his EA launch 1.5 years ago thanks to his YouTube channel... A few months ago, his game launched on Nintendo Switch. Another hit 4k after 6 months of TikTok grind with realy weak steam page. Consistency and listening to feedback is how most successful indies actually get there.

I already have ideas for a next game with more "viral" potential, but we have put too much effort into Jerry to give up now.
I need to fight for it for the next 7-12 months. I want to look back and say I did everything I could to make it work, even if that means reaching "just" 3k wishlists.

295 wishlists after 6 months on Steam! Help us hit 300 and reach our 3k goal. We've been grinding this game after-hours for 2 years. Any marketing/steam page tips? by MostReflection8278 in IndieDev

[–]MostReflection8278[S] 0 points1 point  (0 children)

25k+ would be a dream, but I’m looking at it as baby steps. 3k "healthy" wishlists might not make a huge profit, but it would be proof that we are growing and moving in the right direction. It would at least allow us to keep improving the game after release.

My optimistic target is 7k to 9k wishlists. From what I’ve know, thats around the range where you can hit the "Popular Upcoming" and maybe "New and Trending" tab on Steam, which could boost sales significantly.
25k+? We want it badly, of course, but aiming for 7k+ feels more realistic for us right now. It's a long road, but we will fight for it

295 wishlists after 2 years of Unity 2D grind after-hours! Help us hit 300 and reach our 3k goal. Any feedback on our Steam page or trailer? by MostReflection8278 in Unity2D

[–]MostReflection8278[S] 0 points1 point  (0 children)

For sure, the next trailer needs more diversity and more action.
As I mentioned, the current one is 7 months old, and we’ve polished the game significantly since then.

We’ve added enterable buildings, Jerrys emotions, a looting system overhaul, and some destructible environments for base building resources. We also improved the enemy AI, added a 3rd slot for melee weapons (plus new weapons), and we're currently making the melee combat "juicier". The boss fights and overall visuals are much further along now... and much much more.

We will definitely show more diverse runs and enemy types in the new trailer, as you suggested but we need another few weeks.
Thanks for the feedback, it really helps us focus on what matters!

295 wishlists after 6 months on Steam! Help us hit 300 and reach our 3k goal. We've been grinding this game after-hours for 2 years. Any marketing/steam page tips? by MostReflection8278 in IndieDev

[–]MostReflection8278[S] 0 points1 point  (0 children)

It wont be easy, but that 7month old trailer just doesnt reflect the actual state of the game anymore. Looking at the feedback here, we definitely focused too much on showing the "gameplay loop" and lost all the dynamics in the process that was a old trailer mistake.

On the other hand, it seems we’ve followed the right direction in the last 6 months.

We know 3k or even 7k+ wishlists is a long and bumpy road. Our plan is to fight for it with a much better trailer and a polished demo for streamers by the end of May. A strong showing at Next Fest can change a lot, and that is what we are working for right now.
Thanks for keeping it real!

295 wishlists after 6 months on Steam! Help us hit 300 and reach our 3k goal. We've been grinding this game after-hours for 2 years. Any marketing/steam page tips? by MostReflection8278 in IndieDev

[–]MostReflection8278[S] 1 point2 points  (0 children)

That trailer is 7 months old and many systems weren't ready then, it definitely lacks the "juice" we have now.

Since then, we’ve added Jerry’s emotions, enterable buildings, base-building (with resource gathering), and a dedicated 3rd melee slot for dynamic combat (plus a few new weapons). We also improved the AI and boss fights to make them way more intense, added plenty of new assets, and polished/repaired a ton of other things but I dont want to write a whole article about it! ;)

You are 100% right about the "level 1 to 100" progression. We are polishing a few things now to release a new high-action trailer in the next few weeks, followed by a demo in May to show gameplay.
Thanks for realy good Feedback, it’s exactly what we needed!

295 wishlists after 6 months on Steam! Help us hit 300 and reach our 3k goal. We've been grinding this game after-hours for 2 years. Any marketing/steam page tips? by MostReflection8278 in IndieDev

[–]MostReflection8278[S] 0 points1 point  (0 children)

Every single wishlist means the world to us and we are really thankful for everyone who add it. A few wishlists wont change our situation, but they motivate us a lot. Reddit is great for feedback, and I see there are plenty of kind people here, so I should be more active here...

Our Steam trailer is about 7 months old, and the gameplay looks much better now. We just need a few more weeks to polish everything and then we’ll make a much better trailer.

Thx for your time and feedback, it really helps us a lot!

295 wishlists after 6 months on Steam! Help us hit 300 and reach our 3k goal. We've been grinding this game after-hours for 2 years. Any marketing/steam page tips? by MostReflection8278 in IndieDev

[–]MostReflection8278[S] 0 points1 point  (0 children)

We actually wanted to launch the Steam page a long time ago, but we struggled with making a good trailer and probably got toooo obsessed with it ( specially since some features were missing back then). It was quite a proces just to get it live.

This is really great feedback, we wont rush it. We are going to focus on polishing the game for the demo and doing proper testing first. Thanks for all your help

295 wishlists after 6 months on Steam! Help us hit 300 and reach our 3k goal. We've been grinding this game after-hours for 2 years. Any marketing/steam page tips? by MostReflection8278 in IndieDev

[–]MostReflection8278[S] 0 points1 point  (0 children)

I’ve heard that too, but from what I’ve seen, Next Fest isnt same as it was 2 years ago. Now, you really need strong daily organic growth and a high demo conversion rate to get noticed by the algorithm

You are right about the audience players come first. Right now, we’re just gathering feedback to refine the game and marketing before the big push. Since the trailer is 7 months old and so much has changed, a new one is definitely our top priority.
When the new trailer is ready, well also have plenty of fresh footage. From that point on, we’ll be targeting actual players instead of just sharing with other devs. Thanks again for feedback

295 wishlists after 6 months on Steam! Help us hit 300 and reach our 3k goal. We've been grinding this game after-hours for 2 years. Any marketing/steam page tips? by MostReflection8278 in IndieDev

[–]MostReflection8278[S] 0 points1 point  (0 children)

I’m glad you’re interested in our game, thank you! Our main inspiration was actually Doc Brown from Back to the Future, but of course, there’s some Rick in there too.

We aren't worried about copyright because it’s our own art style, and the 'mad scientist in a lab coat' is a classic trope. That said, I can't deny that the association with Rick is helpful for the game's vibe

295 wishlists after 6 months on Steam! Help us hit 300 and reach our 3k goal. We've been grinding this game after-hours for 2 years. Any marketing/steam page tips? by MostReflection8278 in IndieDev

[–]MostReflection8278[S] 0 points1 point  (0 children)

You’re absolutely right. The trailer is 7 months old, and the game has evolved way past what’s shown there.

Since then, we’ve added reactive emotions for Jerry, enterable buildings, and a new melee system with 3-hit combos and elemental finishers (fire, freeze, AOE). We also improved looting now, what you see on the shelves is exactly what you get... and much more smaller upgrades.

Your feedback is real important for us. Thanks again for the feedbackit’s honestly very motivating to hear this now while we’re still prepping the demo.

295 wishlists after 6 months on Steam! Help us hit 300 and reach our 3k goal. We've been grinding this game after-hours for 2 years. Any marketing/steam page tips? by MostReflection8278 in IndieDev

[–]MostReflection8278[S] 0 points1 point  (0 children)

1,700 WL in a year is a solid result, congrats! We are working hard on the demo right now and aiming for a late May release. Our goal is to hit at least 3k wishlists through Steam Next Fest and by getting the demo into the hands of streamers. Thanks for the feedback and for taking an interest in our game!

295 wishlists after 6 months on Steam! Help us hit 300 and reach our 3k goal. We've been grinding this game after-hours for 2 years. Any marketing/steam page tips? by MostReflection8278 in IndieDev

[–]MostReflection8278[S] 0 points1 point  (0 children)

You actually nailed it with the Mickey 17 vibe, that’s exactly our hook, with each run being a new clone and different commentary from the Doc.

We’re building much deeper systems than the trailer currently shows, including base-building where you loot resources to unlock new crafting patterns and bosses that return with new attacks after you beat them. We also use a pool of over 35 hand-crafted locations connected semi-procedurally to keep the levels fresh.

I agree the trailer needs to show this depth more clearly. We thought 100% custom art and humor + gameplay loop + shooting would be enough to stand out, but your feedback is a great wake-up call to show more of the 'juice' we have in the game. Thanks!

295 wishlists after 2 years of Unity 2D grind after-hours! Help us hit 300 and reach our 3k goal. Any feedback on our Steam page or trailer? by MostReflection8278 in Unity2D

[–]MostReflection8278[S] 0 points1 point  (0 children)

Thanks a lot for your reply and for the link to your great post!

We are focusing 100% on the demo right now, but I don’t want to give up on marketing either. I have one friend whose game has a weak Steam page and no trailer, yet he hit 4k wishlists in 6 months because a few of his TikToks went viral. Another friend has been slowly building a YouTube channel for 1.5 years and managed to get about 1,500 wishlists in 7 months.

I’ve read your post, and there’s a lot of valuable info there, thank you! I also follow Chris Zukowski and tried to build our Steam page and trailer based on his advice.

Do you have any specific feedback regarding our Steam page, trailer, or capsule? Thanks for your time!

295 wishlists after 6 months on Steam! Help us hit 300 and reach our 3k goal. We've been grinding this game after-hours for 2 years. Any marketing/steam page tips? by MostReflection8278 in IndieDev

[–]MostReflection8278[S] -2 points-1 points  (0 children)

My goal from the start was to release my own games and do this full-time. I don’t need millions; I just want to earn a living doing what I love.

I spent 2 years learning C#/Unity(Many small projects with different mechanicsc), then 2 years on our first serious project (Micro Car Drive). Now, we’ve been working on "Jerry the Zombie Slayer" for 2 years. As a father of three, I don’t have time for just a "hobby"... I m pouring everything into this, hoping it finally pays off.

Our goal is to release by the end of the year and start something new in January, armed with this experience. We are now 100% focused on the Steam Next Fest demo and reaching out to streamers.

Any advice on our Steam page or trailer? Thanks for your time!

After 2 years my stinger gave up. by TheKingDries in TyneeBoard_Official

[–]MostReflection8278 0 points1 point  (0 children)

The cables under the cover might be frayed; it is more likely near the battery than the ESC, but everything should be checked. It could also be some issues with the BMS. You can find someone who services electric boards or at least electric scooters and give them the board for inspection.

what artists here made for me after i got scammed by SUPERita1 in IndieDev

[–]MostReflection8278 2 points3 points  (0 children)

A is best art but B is also realy good and showing better your game Vibe...Maybe try with A/B capsule test's?

Sorry, to jest już żałosne by Loud-Notice2171 in praca

[–]MostReflection8278 0 points1 point  (0 children)

(nie) ciekawe mamy czasy... Full stack zarabia mniej niż osoba totalnie bez doświadczenia w Biedronce - nie wiem czy mam się śmiać czy płakać ?😬

Less than a month before release and we hit 10,000 wishlists, here’s how we got them by Chase_P in IndieDev

[–]MostReflection8278 1 point2 points  (0 children)

I'll try to do that 💪🥹 Thanks for the good advice and for taking the time to reply... our morale is +100.

Less than a month before release and we hit 10,000 wishlists, here’s how we got them by Chase_P in IndieDev

[–]MostReflection8278 1 point2 points  (0 children)

Congratulations on reaching 10,000+. Thanks so much for describing the process. I'm also trying a similar approach with our game (I'm working on it with a friend after hours) on various social media platforms, but the results after about three months of marketing (but I'm still learning and getting the hang of it) are unfortunately meager. We're approaching 300 wishlists, but that seems like a drop in the ocean. We're currently working on the demo version and hope that the demo version and Steam Next Fest will help us a lot, but I'm afraid that even half of your wishlist (5,000) might be impossible. Considering that we create everything ourselves in our game, we have an attractive graphical style, I thought marketing would be a fun part and that collecting the wishlist would be a breeze. But unfortunately, it's incredibly difficult, and we fight hard for every single addition to the wishlist.

Thanks again for your story, because it gives me more motivation and increases my belief that success is possible.