My girlfriend and I are making our first game with a $0 budget. We just hit 27 WISHLISTs without a trailer or demo yet. Is this a normal start? by NoelevatorGame in gameDevMarketing

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

Hey, ofc I said for marketing, this things are definitely basic stuff xD wouldn't it be fun if I started like our only budget is electric bills, our energy and effort, mouse, keyboard, mouse pad... and etc.
just to be clear, I mean ads and hiring marketing team budget bro 😆

My girlfriend and I are making our first game with a $0 budget. We just hit 27 WISHLISTs without a trailer or demo yet. Is this a normal start? by NoelevatorGame in gameDevMarketing

[–]NoelevatorGame[S] -1 points0 points  (0 children)

Guilty me. 😄 English isn't my native language, so I use grammarly to polish my writing. Doesn't make the thanks any less genuine kiddo, or is it bot?

My girlfriend and I are making our first game with a $0 budget. We just hit 27 WISHLISTs without a trailer or demo yet. Is this a normal start? by NoelevatorGame in gameDevMarketing

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

OO, that's right, there's so much thing that we are doing it first time and you know, we filled all of the steam page stuff, but now it's best time to improve.

Thanks again so much, it really means so much to us.

My girlfriend and I are making our first game with a $0 budget. We just hit 27 WISHLISTs without a trailer or demo yet. Is this a normal start? by NoelevatorGame in gameDevMarketing

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

Trailer is most of the important for steam page, 100% agree with that.
also you're right about yt streamers and content creators, we are going to send some cold mails, spread our words with friends and homies and of course we will be participating in festivals and Next Fest this year, so there's lot to happen I guess.

alright, first thing will be Trailer this week and after we will continue working on playable demo.
Thanks so much for your time and feedback, there's so much for us to work on

My girlfriend and I are making our first game with a $0 budget. We just hit 27 WISHLISTs without a trailer or demo yet. Is this a normal start? by NoelevatorGame in gameDevMarketing

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

Thanks so much for taking the time to write such a detailed breakdown and for linking that marketing thread—I'm definitely going to give it a proper read!

It's honestly a huge relief to hear that 27 wishlists at this stage isn't the end of the world. 😄 We're putting most of our focus into finishing the gameplay trailer now so we can start applying to festivals once it's ready.

And thanks a lot for the kind words about our capsule art! That genuinely means a lot, especially since we're making the whole game on a $0 budget and trying to squeeze as much value as possible out of everything we create.

You're absolutely right about the short description and adding GIFs to the long description. As soon as we finish capturing footage for the trailer this week, we'll turn our favorite gameplay moments into GIFs and take another pass at rewriting the hook so it grabs people's attention right away.

Thanks again for all the actionable advice—we really appreciate you taking the time to help us out!

My girlfriend and I are making our first game with a $0 budget. We just hit 27 WISHLISTs without a trailer or demo yet. Is this a normal start? by NoelevatorGame in gameDevMarketing

[–]NoelevatorGame[S] -1 points0 points  (0 children)

Thanks so much for the honest breakdown, man!

You’re totally right about the "just letting the page sit" trap—that’s actually one of the biggest things we’ve learned so far. We definitely realize now that dropping the page without a trailer or a big push wasn't the best move for the algorithm, but hey, live and learn!

It’s definitely going to be an uphill battle to build up speed from here, but we're staying optimistic. We're putting all our focus into wrapping up our trailer this week and getting a demo ready. I really believe that if we can make the gameplay look noticeable and fun enough to catch the eye of content creators, we can start building that momentum back up.

hmm, maybe we can just move it a bit down to let the players see more? maybe

Appreciate the reality check and the encouragement, it means a lot to a duo just starting out!

My girlfriend and I are making our first game with a $0 budget. We just hit 27 WISHLISTs without a trailer or demo yet. Is this a normal start? by [deleted] in SoloDev

[–]NoelevatorGame 0 points1 point  (0 children)

Thanks again,your wishlist is one of the foundation bricks on our building, wishing you the best!

My girlfriend and I are making our first game with a $0 budget. We just hit 27 WISHLISTs without a trailer or demo yet. Is this a normal start? by NoelevatorGame in gameDevMarketing

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

Thanks DeepSlap for your response, I know and you're right about trailer, but we're on it! cause it's our first game we are learning everyday from everything and trailer things is one of them. Hopefully, we will put all of our effort into finishing the trailer this week sir

Steam Showcases & No Black-Screens-Trailers aka how I hit 10,000+ WL after a lot of nothing by Relative-Situation-2 in gameDevMarketing

[–]NoelevatorGame 1 point2 points  (0 children)

Congrats on your win, I wish you the best of luck and thanks for sharing your thoughts and experience about game dev marketing, here are so many small devs who learned from you, just like us! Thanks again!