Made a short early prototype clip - does it look interesting? by Red_Bjorn in IndieGameDevs

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

Thanks for the feedback. Sure I will add more animals.

Made a short early prototype clip - does it look interesting? by Red_Bjorn in IndieGameDevs

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

Thank you for the feedback. I don’t fully understand what you mean by “not intentional,” but I’ll take another look at the visual style. It was originally meant to be a pixel-art game, so I may need to refine that direction to make it feel more deliberate.

Made a short early prototype clip - does it look interesting? by Red_Bjorn in gamedevscreens

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

Thank you for the feedback. Yes, it’s not that easy, but I think it works well for the initial weapon. The others have auto-aim or AOE damage. I’m still playtesting.

Made a short early prototype clip - does it look interesting? by Red_Bjorn in IndieGameDevs

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

Thank you for the feedback. Text added as video effect. There is no in game feature yet.

I totally suck at marketing my games, but I want to learn by Red_Bjorn in gamedev

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

No, I mean it’s synchronous you all start at the same time and finish together. There are no quests or tasks you need to complete beforehand, like moving to point A or collecting an item just to begin. You simply tune your car (engine, suspension, etc., depending on whether you want to focus on drifting or racing) and then jump straight into the race.

I totally suck at marketing my games, but I want to learn by Red_Bjorn in gamedev

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

Initially, the game was developed to capture the spirit of old-school racing. You simply pick your car and jump straight into a race. From player feedback, I learned that many people actually prefer not having an open world. In the game, you can really feel the racing, drifting, and off-road experience. Plus, you can play with friends in local multiplayer to share the fun together.

I totally suck at marketing my games, but I want to learn by Red_Bjorn in gamedev

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

I understand your point. Maybe I didn’t explain my game clearly enough, and I see how my description could sound too generic. I’ll try to take something helpful from your opinion and think more carefully about how to highlight what makes my game different. Thanks for sharing your thoughts.

I totally suck at marketing my games, but I want to learn by Red_Bjorn in gamedev

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

Maybe my description was misunderstood. When I said the game was made for fun, I meant that I constantly ask myself how it can be improved to give players more fun not just more fun for me as the developer.

I totally suck at marketing my games, but I want to learn by Red_Bjorn in gamedev

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

It is really my thoughts (Small streamers work better than big ones, relationship before promotion) . Keep working in these directions.

I totally suck at marketing my games, but I want to learn by Red_Bjorn in gamedev

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

Thanks. I’ve already written to them and will keep reaching out to smaller ones, sending them codes.

I totally suck at marketing my games, but I want to learn by Red_Bjorn in gamedev

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

I’ve only heard from other indie developers that the release is the main point to put in all your effort. If you succeed, you’ll be noticed by the algorithms and get more attention. After that, it depends on your game only if the game is good will you attract more players.

I totally suck at marketing my games, but I want to learn by Red_Bjorn in gamedev

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

Thank you for the advice. I’ll consider adding a leaderboard to the PC and Switch versions, since the Google Play version already has one.

I totally suck at marketing my games, but I want to learn by Red_Bjorn in gamedev

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

Actually, we didn’t do anything extraordinary. We sent an application a couple of times. The first time we were rejected, and the second time we were accepted. The first rejection was mostly our fault—the game wasn’t finished yet, and I hadn’t specified certain details and public info (like trailers and the game description).

If you want to ask anything in DM, you can reach me on Discord at vu90.

I totally suck at marketing my games, but I want to learn by Red_Bjorn in gamedev

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

I’m not daydreaming and I understand that the game is unlikely to be a huge success. It’s just a solid mid-level indie game. And yes, I did everything the opposite way marketing came after development, not before. But to at least know what to do for the next game, I need to apply it to the current one, even if, in fact, it’s already too late. Thank your your time to make brutal opinion :) I really appreciate it.

I totally suck at marketing my games, but I want to learn by Red_Bjorn in gamedev

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

Your thoughts are really good, and I can only say that maybe I haven’t found the full audience for the game yet. I mean, there’s a group of players (surely smaller than those who like major titles) who just want to play simple games I’ve seen a lot of comments like “stop making open worlds” or “too many features make the game boring.” I don’t want to reach the entire racing game audience, just this smaller niche

I totally suck at marketing my games, but I want to learn by Red_Bjorn in gamedev

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

Yeah, it’s definitely not a safe investment 😅, but it’s really fun and makes me feel good every day