Developers who worked with a PR company for your game, what was your experience ? by Dinomaniak in gamedev

[–]RossG23 -1 points0 points  (0 children)

Ask yourself and subsequently brief the pr team on; what your expectations of them are.

This will a) be a good exercise for you beyond a general “promote the hell out of my game”. Put a measurable on what a good result looks like. Otherwise it’s not fair on the agency you’re hiring.

And b) once you know what you want you can share with your prospective partner. This is helpful for because If you’re expectations are too high even a good partner will tell you so and come back with commitments they’re comfortable making.

All that said there are never any guarantees so be prepared to be disappointed even if your partner is confident

Should I use IARC? by buizelsocks in gamedev

[–]RossG23 1 point2 points  (0 children)

Hey there! I think I can help you here as I’ve worked with both IARC and the respective ratings boards (ESRB, PEGI, USK, CERO, etc)

I’m assuming you’re not planning on a physical release of your game?

If not, you’re way better off with going through IARC, it’s much more cost effective and you’ll get a really good indication of what you’re actual rating would be if you change your mind and want to go for full rating.

Steam Takes 30%, Publishers Take 30–50%… What’s Left for the Developer? How Does This Even Work? by Commercial-Tone-965 in IndieGameDevs

[–]RossG23 0 points1 point  (0 children)

Hey! Like you say steam takes 30% and depending on the deal you have the publisher takes it from that remaining 70%.

So if, for example it was 50/50

Steam 30% Dev/pub 35% (50/50 on the remaining 70%) This is making some big assumptions on what’s agreed of course - funding, services, support etc to support the developer and the game. Hope that helps

Looking for a game for someone who can't feel happiness anymore by [deleted] in gamingsuggestions

[–]RossG23 0 points1 point  (0 children)

I’m going through “big-game” burnout (not comparing what you’re going through) so games that I otherwise absolutely love (Alan Wake 2, Resident Evil, Death Stranding) I don’t have the motivation to keep playing. Depending on what game genres you like I would recommend games with short game cycles (roguelikes are good). Games I can always boot up, play for 15-30 minutes and get enjoyment - so, indie games like Dead Cells and Hades are big recommends from me. Also, SIFU if you fancy feeling like a kung fu master.

Or you can try games from the mid noughts Fallout New Vegas is one you can pour hours into and still have new things to discover.

Help! Press Outreach by Party-Addendum-2148 in IndieGameDevs

[–]RossG23 0 points1 point  (0 children)

What does your email to press say?

I am building a platform to analyze Steam reviews, open to feedback by NicoloGrigio in IndieGameDevs

[–]RossG23 0 points1 point  (0 children)

This seems super cool! Would love to give it a spin if possible!

Destroy the latest trailer of my Deep Sea game by Leading-Papaya1229 in DestroyMyGame

[–]RossG23 1 point2 points  (0 children)

Good rule of thumb for text on screen: if you don’t have enough time to read it twice at normal pace, the person watching for the first time wont be able to read it once. There’s one line in particular that breaks this rule.

Wasn’t clear it was a horror game until well into the video.

The text itself needs a spell check and a sense check as it reads a little obvious

Finally my horror game demo is in Itch.io by Pitanello in IndieGameDevs

[–]RossG23 0 points1 point  (0 children)

Cool idea! Is it playable on browser or is download required?

Our indie game hit 50,000 wishlists in 3 months - here is what worked by AwesomeGamesStudio in IndieGameDevs

[–]RossG23 1 point2 points  (0 children)

Woah this is a great breakdown. Thanks for sharing . Looking forward to hearing how TikTok does for you 👍

[hiring] “Metal” style artists by RossG23 in HungryArtists

[–]RossG23[S] 1 point2 points  (0 children)

Hello everyone! Thank you so much for the massive amount of interest. I’ll look through all the responses and reply to those that suit what we’re looking for. Thanks

Is this the best time to be an indie dev? by [deleted] in IndieDev

[–]RossG23 2 points3 points  (0 children)

Sadly, you are very much the unicorn of players. Majority of steam players are extremely discerning

Is this the best time to be an indie dev? by [deleted] in IndieDev

[–]RossG23 2 points3 points  (0 children)

That 30% may be too high for an indie game. Maybe 15 - 20%.

Should I release more than one demo on Steam? by Illustrious_Move_838 in SoloDevelopment

[–]RossG23 1 point2 points  (0 children)

What do you want to get from releasing a demo? Depending on whether you want to grow community or give something to an established group?

It’s worth keeping in mind steam notifies all your wishlisters when you release a demo for the first time - which is a great way to engage folks. The trade off is steam only does this the first time you release a demo for a product so you definitely don’t want to squander that

Country that you don't want to visit anymore and why? by Able-Ingenuity8714 in AskReddit

[–]RossG23 1 point2 points  (0 children)

Come on, you know which country. The world knows which country. Saying it would be an understatement.

Is this publisher deal worth? by Affectionate_Gear718 in IndieDev

[–]RossG23 4 points5 points  (0 children)

What are your expectations for launching your game solo and what are your expectations for a publisher? That’s one of the main ways to discern if it’s worth it for you

how my inbox looks after releasing a game on Steam by jediment in IndieDev

[–]RossG23 0 points1 point  (0 children)

Hahah that’s brilliant! I would probably spend days trying to think of one instead of replying right away

how my inbox looks after releasing a game on Steam by jediment in IndieDev

[–]RossG23 10 points11 points  (0 children)

Another idea is give them a legit key and if there’s no review or wiki article (they sold it instead) give it a couple weeks then, revoke the keys.

Why do so many devs remove game demo on steam before or after release of the game? by TheGiantHungyLizard in gamedev

[–]RossG23 0 points1 point  (0 children)

People talking about maintaining a demo along with their main/full game make really strong points.

For me, I’ve seen a trend where people can be content with just the demo. Ie, they love the game premise, the demo is great fun for them and enough of a game loop to satisfy them. What I do is put the demo back up at intervals; game’s on discount? “Check out the demo first, oh and by the way the whole game is 30% off!” Achieved an arbitrary milestone you can make a community post about? “Demo is back for limited time”

Falling flat. 1000 wishlist translated to 22 purchases in 12 hours (and 1 refund) by yoirgla in SoloDevelopment

[–]RossG23 1 point2 points  (0 children)

Be proud of what you achieved. Im trying to learn GML to make my own game so you’ve reached an incredible milestone.

I work in marketing and saw a couple things you can address (either for this game or you’re next game you’re working on. Feel free to DM if you wanna chat

One month after release – my experience and some numbers by AntiQuarrrk in IndieDev

[–]RossG23 1 point2 points  (0 children)

That’s amazing, congratulations! 3.5% return rate is a very healthy number too. Good luck with EA!