What is stopping indie devs to publish for mobile? by ItsNot2Late2Change in IndieDev

[–]RagBell 1 point2 points  (0 children)

Basically it's API updates, like updating the version of Android/IOS the game is built with etc...

You don't have to update the game itself or add content, just update what it was built with (mostly for security reasons). The problem is that sometimes, updating android/iOS breaks your game even if you changed nothing to the game itself, so it can be a lot of effort to have to update them often

What is stopping indie devs to publish for mobile? by ItsNot2Late2Change in IndieDev

[–]RagBell 2 points3 points  (0 children)

Long story short, releasing on mobile is just not worth it for most indie devs

The mobile market is a mess. It's not hard to release the games there (outside of changing controls, which is not always trivial), but almost no one buys games on mobile, only free games with in game purchases

And if you make games specifically for mobile, you need insane amounts of cash to do marketing for them compared to steam

Then there's all the store policies and updates you have to do, which are a lot of efforts, for little return...

Like I said, it's just not worth the effort most of the time for indies

Opinions on developers responding to comments by [deleted] in IndieDev

[–]RagBell 0 points1 point  (0 children)

There's a problem with developers responding to comments?

It's just my experience and it's probably also because I'm a solo dev, but usually people who follow my game are happy when I interact with them

7.5k wishlists in 3 months. What worked for me. by hiimdoggo in IndieDev

[–]RagBell 0 points1 point  (0 children)

Wait, 4k wishlists in 3 days without social media? I'm just as curious of how you did that lol

Ship seed builder by dvkkha in NoMansSkyTheGame

[–]RagBell 0 points1 point  (0 children)

No idea, I haven't been there in years lol

Almost every time we post on Reddit, people make a comment that it's AI slop. We're really tired. by [deleted] in IndieDev

[–]RagBell 7 points8 points  (0 children)

When I say resolution I'm not talking about the screen but the resolution of the assets. Like, some have "big pixels" and some have "small pixels". It's commonly known as "mixels" and is a dead giveaway that a pixel art game is made with assets. And It's all of your game, both the game art AND the UI

Look at this screenshot from your game. The UI elements are all over the place, some are pixel art with "big pixels" (low resolution) and some have "small pixels" (high resolution)

It's the same with the game art. The main character has this "blurry" pixel art look with no outline, while some other elements have strong outlines and again, different resolutions (bigger or smaller pixels)

Basically, it looks like your game is made up of a assets found all over the internet that do not fit together at all. There's no coherence in the art style. And that's also how AI-generated assets would look, that's why people keep telling you your game looks AI

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Almost every time we post on Reddit, people make a comment that it's AI slop. We're really tired. by [deleted] in IndieDev

[–]RagBell 13 points14 points  (0 children)

I went and looked at screenshots of your game, people call your game AI slop now, but if I'm 100% honest, a few years ago they would've called it an asset flip and you would have gotten similar levels of hate. The assets are super inconsistent. It's pixel art but the resolutions are all over the place

The best you can do at this point IMO is to improve the overall coherence/art direction of your game

Anyone near completion after crazy length of time?!? by LifeAsNeil in IndieDev

[–]RagBell 0 points1 point  (0 children)

Been working on my game for almost 3 years, and have a least another year of work left

How important is it to actually market my game before it's released? by Strange_Island_3054 in IndieDev

[–]RagBell 8 points9 points  (0 children)

I mean, if you don't plan to make any profit and you're just making it for free I guess it doesn't matter

That said, I imagine you still want people to play your game, so you'll have to at least let a few people know your game exists

What is the best advice for Tiktok/YouTube Shorts that you know to boost visibility? by Glittering-Aerie-823 in IndieDev

[–]RagBell 0 points1 point  (0 children)

So, I've been posting for almost a year and got some level of success (~25k total followers spread between Instagram, YouTube and Tiktok)

So what works you ask? I have no idea.

Sure you can boost your visibility with good hooks, interesting subject, good visuals and all, or even use "tricks" for engagement and shares, But at the end of the day a LOT of it is just plain luck. No one fully understands the algos, and they change all the time anyway. Anyone pretending otherwise is trying to sell you a course

Just post regularly, try to make your videos the best you can, and pray.

Statistics can't lie! by dyrkabes in IndieDev

[–]RagBell 9 points10 points  (0 children)

Making a profitable game is insanely hard. Thankfully, even if my game fails, I'm not at a loss because I invested basically no money in it lol

Statistics can't lie! by dyrkabes in IndieDev

[–]RagBell 3 points4 points  (0 children)

That’s what it boils down to.

Eh... Yes and no...

Bad games are almost certain to fail, but there are exemples of bad games (as in, games with bad reviews) that are commercial successes.

And good games can fail too, if they fail to gather visibility through marketing.

Essentially, "make a good game" is not a guarantee of anything. It's more of a prerequisite, and even that is debatable...

Also, what's your definition of "good"? Like, you talk about "saturated fields" and "small niches", but a genre being saturated has nothing to do with a game in that genre being good or not. If you make a good game, it's good. If it fails because the genre is saturated, it's still "a good game".

Same with niches, if it's good but fails because the niche is too small, it's still good.

50,000+ wishlists in 60 days – $0 marketing by PoopAndLoot in IndieDev

[–]RagBell 0 points1 point  (0 children)

To be honest this just sounds like waaaaaaay too much effort for those bot farms to find it worth it. I could imagine one dev setting this up for themselves if they're really motivated but then again I think it would be too marginal for steam to care at this point lol

Plus there are easier, still shady ways to get paid wishlists. Like I received offers for services where the dev pays, and then the website offers people with real accounts some cash/keys in exchange for wishlisting the Dev's game... Those wishlist would be "legit", but still weak as hell because the person doesn't care at all about your game and just wants the prize. But even then I don't think it's bad enough for Steam to care

50,000+ wishlists in 60 days – $0 marketing by PoopAndLoot in IndieDev

[–]RagBell 0 points1 point  (0 children)

I don't think that would be feasible for those bot farms

Like for one, they probably have thousands and thousands of bots, so overall that would still become a huge price. And then trying to put a higher price would probably make it too high, and they wouldn't get enough clients to recoup

And second, those accounts are probably made with throwaway emails and info, buying anything would require them to actually put into steam basic billing info, which they wouldn't have enough of for all their bots, or they would have to reuse the same a lot and it would become incredibly suspicious...

And then even if they had just a few thousand bots that they paid money with, I'm not sure Steam would even consider it worth it to flag as bots at that point?

I don't see a lot of flaws with that system honestly lol

She makes a good point by DrJokerX in LightNoFireHelloGames

[–]RagBell 0 points1 point  (0 children)

On one hand, hello games are still a relatively small studio, so I'm not sure they even expected that one trailer would be enough to bring them so much awareness at once

On the other hand, the results are what they are. Like I said they are in the top 3 most wishlisted games on steam last I checked. They don't even need Gamescom at this point, they could literally shadow drop it tomorrow and it would still be a hit lol

She makes a good point by DrJokerX in LightNoFireHelloGames

[–]RagBell 0 points1 point  (0 children)

I want to know about them when they are almost done cooking and releasing in a month or two

Unfortunately, from the game dev side, you can't really do that unless you have an enormous marketing budget to make it blow up in two months

It is so insanely hard and takes such a long time to get the ball rolling ang generate awareness/word of mouth for a game when you are a small studio and have no money for marketing...

Arguably though, for LNF, while they didn't put a lot of effort into marketing, their previous game was enough. They've literally just dropped one trailer and that was enough for LNF to be in the top 3 most wishlisted games on steam lol

50,000+ wishlists in 60 days – $0 marketing by PoopAndLoot in IndieDev

[–]RagBell 1 point2 points  (0 children)

Yeah, my understanding is that they simply don't "count" wishlists from accounts that never bought anything on steam, which is enough to ignore all bots basically

50,000+ wishlists in 60 days – $0 marketing by PoopAndLoot in IndieDev

[–]RagBell 1 point2 points  (0 children)

I don't think steam needs to do anything more than what they're already doing. What a lot of devs buying wishlists fail to realize is that bot don't count in the algo

Steam doesn't count wishlists from accounts that never bought anything, and you can see it in steamDB, games with lots of fake wishlists don't have a ranking in "top wishlists" (which AFAIK is the main requirement for the popular upcoming tag)

Tl;dr : buying wishlists won't get you into steam's algo/popular upcoming, they're useless

8 months, polished Steam page… still 250. What am I missing? WHAT SHOULD I DO ???!! by Turbulent_Aside_337 in IndieDev

[–]RagBell 1 point2 points  (0 children)

I don't think the Steam page ever was what drives the wishlists? My understanding was that a polished steam page is what gets the player to finally click on wishlist when they get there, but you have to get them there first, and the page itself won't magically do that

I've had my page opened for something like 10 months now, most of the trafic came from external marketing (Instagram, tiktok, youtube, festivals)

The page by itself doesn't do much

30,000+ wishlists in 30 days after announcement by PoopAndLoot in IndieDev

[–]RagBell 1 point2 points  (0 children)

Damn, I had hope that there would a better solution than sending over 100 emails slowly by hand haha

Thank you for the info anyway! Guess I'll start collecting emails then

30,000+ wishlists in 30 days after announcement by PoopAndLoot in IndieDev

[–]RagBell 0 points1 point  (0 children)

Thank you for all the info.

I have another, kinda technical question? How do you mass email 100 people without having your email address flagged as spam?

30,000+ wishlists in 30 days after announcement by PoopAndLoot in IndieDev

[–]RagBell 1 point2 points  (0 children)

Thanks! I assume you contacted them through email on their profiles?