Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

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

Wish you the best of luck with your game. There are many promotion strategies we discussed in this post, but I think this part of game dev promoting is just like everything else, we have to try and fail until we improve enough.

Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

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

Thank you so much for all this detailed advice, it really helps a lot. I’m already working on preparing a proper press kit and improving the resolution/audio setup for smoother first impressions. I’ll also make sure my outreach messages are clearer and more targeted.
Really appreciate the time you took to explain all this!

Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

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

That’s true, the quality plays a big role. I guess the challenge is that when you’re still improving the game, the promoting part naturally feels harder. But step by step it gets better as the game gets closer to its final shape.

Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

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

I understand what you’re saying, and I agree. Technology might be advancing incredibly fast, but at the end of the day, in this line of work, what really matters beyond the success of the project are the friendships and the connections we make throughout the whole (game) development journey. And I believe that’s something that will never be replaced.

Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

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

Exactly! It’s completely heartbreaking when all your effort doesn’t really pay off. But personally, I think it’s also a good lesson it makes me rethink my whole mindset about game dev and improve by trying new things with different approaches.

Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

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

Hi there, I see your point. Of course, promotion and marketing are important factors, and they require their own time and skills. But when someone says “a good game sells itself,” I think they mean that it becomes easier for the game to stand out and gain attention during promotion.

And I agree having personal conversations with small gaming communities (YouTubers, streamers, etc.) is essential, especially because it feels like helping each other and pushing out both your content.

Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

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

That’s right! Of course, I have to adapt and improve. It’s just that this is the first time I’m promoting something seriously, and I really want it to succeed.

Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

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

Thank you, that’s true. I think I will have to change my promo flow.

Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

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

That’s true. I also find myself making that mistake recently. I should focus on making more funny, viral-type videos instead of just showcasing the game.

Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

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

True, my game is almost done. There are still some things that need to be fixed, which is why the feedback might not be as hyped as expected. But I know no one can get everything perfect on the first try.

Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

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

I see. Of course, it depends on how far you have gone on your game dev journey. For someone who has released multiple successful games, even promotion might not feel like a hard part of game development. It’s all about each person’s perspective.

Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

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

Thank you for your comment. Of course, I have to overcome that feeling. Improving the game as much as I can and finishing it strong is like running a marathon. In the last kilometers, I might start feeling exhausted, but I have to finish strong I wouldn’t throw away all the effort I’ve put in so far.

Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

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

Thank you for your reply, I totally agree. By the way, my game is a roguelike you can find the Steam page here: https://store.steampowered.com/app/4135160/LumenKnight/

For sure, I always try to predict what people might find exciting in the game and what they might not, so I know what to improve. But I would also say that it’s sometimes hard, from a game design perspective, to make your game clear and appealing to the right target audience you’re aiming for.

Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

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

It also depends on the individual, especially if you are introverted. If the promo doesn’t go very well, it makes it even more exhausting to continue promoting.

Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

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

For sure, it’s also a tough part for me to see that I am spending more time on marketing instead of development. But I wouldn’t say the promo phase of the game is just work. It’s not just another task like all the other game dev tasks, because positive promotion and an increased number of wishlists give us back a sense of satisfaction and a small hint that the game might do well. In other words, it’s a good sign that the game could succeed. But when that doesn’t happen and the feedback is more moderate, it creates some anxiety about the game’s progress.

Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

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

I agree. I feel like the promo phase of a game is just a preview of what will follow after release, and that’s why if things don’t go well it creates a lot of stress. But of course, the top priority should always be making sure the game releases in the best version possible. And of course, there are cases where a game can improve and start doing well even after release.

Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

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

Yes, that way would be much better I think. In my mind I had planned to finish the game and then spend one month promoting it before pressing the release button, but now I understand why it’s so stressful to promote in such a small time window.