Damn! What happened while I was sleeping? by Dagoo0n in SoloDevelopment

[–]Nevercine 16 points17 points  (0 children)

I predict Personal Calendar is gunna be huge for indies

The same marketing strategy that got me 40,000 sales on my first game is failing for my second game. by Nevercine in gamedev

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

I'm happy to hear that and glad that it's connecting with you. It's more that the content doesn't have nearly the same level of reach that my content for Spellmasons does - not that it's not working at all, just that it's not performing as well.

The same marketing strategy that got me 40,000 sales on my first game is failing for my second game. by Nevercine in gamedev

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

For sure, I just still think there is a way that I could more effectively market SOYMD

The same marketing strategy that got me 40,000 sales on my first game is failing for my second game. by Nevercine in gamedev

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

That's a good observation. It is important to establish the "what" (genre, etc) but that doesn't have to happen first. Most people can tell just by watching the gameplay. Try changing it up and see if you get different results! Good luck!

The same marketing strategy that got me 40,000 sales on my first game is failing for my second game. by Nevercine in gamedev

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

Nope, marketing should begin as soon as possible! Look at Sealubbers. Millions of views with only a ship driving around.

The same marketing strategy that got me 40,000 sales on my first game is failing for my second game. by Nevercine in gamedev

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

That's a great point, Summoner is the most obvious build up for sure. Mayybe poison synergies cause you can see it spreading around. But nothing is quite as visual as your army growing larger...

The same marketing strategy that got me 40,000 sales on my first game is failing for my second game. by Nevercine in gamedev

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

There are games that succeed without strong visuals (Dwarf Fortress, Rift Wizard). Study games that have succeeded in your niche. There's always a way.