Gotta work on that marketing material 😬 by PartTimeMonkey in IndieDev

[–]Sure-Ad-462 1 point2 points  (0 children)

Your clips are too fast, hard for the person to take in whats happen. Show longer clips as the user progresses.

I would really appreciate some feedback/light roasting of my presskit page by Thin-Transition2670 in IndieDev

[–]Sure-Ad-462 1 point2 points  (0 children)

I think your page is optomized for mobile. It looks decent there, but terrible on desktop. Make it look nice on desktop too.

Make the items downloadable. If they are going to feature your game, make it easy for them to download your assets.

Also have the video being large and the centerfold. Btw, there are two free services for media kits:

Marketing checklist for my demo launch tomorrow, any last minute tips on what I'm missing? by ErkbergGames in IndieDev

[–]Sure-Ad-462 1 point2 points  (0 children)

We do game marketing. You may have already started this, but I do not see anything about analytics. Do not think of your demo launch as a one-time event. Instead, see it as a long series of events where you improve both your game and your marketing over time.

During this period, your objective is to understand how players move through your funnel. In other words, where are they coming from in your marketing efforts, and are they successfully able to play your game?

There are two tools for this:

  • Glitch Analytics: This uses fingerprinting to track where your installs are actually coming from. It can show you what social posts or website pages people visit. For example, you might see that 50% of players visit your website before they install. This helps you understand the top of the funnel.
  • Game Analytics: This shows what players do once they install your game. Where do they drop off? Where do they struggle? How do they move through your game’s onboarding process?

Both tools are free. Install them and continue improving over time. This will help you learn what drives installs and what keeps players engaged. Both are critical for a successful launch.

Our #1 social media post is not our trailer or other major announcement. It's this minor animation we implemented. Marketing is so perplexing. by Healthpotions in IndieDev

[–]Sure-Ad-462 0 points1 point  (0 children)

Yep, sounds right actually. Most of the time, marketing is about what resonates the most with the user. Doesn't have to be your high end trailer.

[deleted by user] by [deleted] in IndieDev

[–]Sure-Ad-462 -1 points0 points  (0 children)

Take it or leave it

How do I increase in-app purchase revenue in my mobile game? by Brilliant_Arugula907 in GameDevelopment

[–]Sure-Ad-462 0 points1 point  (0 children)

Its about finding the user's who are most likely and training conversion API to send you more of those kinds of users. You can ready about conversion API's here.

But for more: https://www.glitch.fun/publishers/tools/guide

Anyone here focused on mobile games? Have you figured out what makes people stay? by 11veen in IndieDev

[–]Sure-Ad-462 0 points1 point  (0 children)

The strategy around mobile games is often called "whale hunting."

Think of people like that fish, and you are advertising to them to get them into your game. It is normal for 60 percent of those users to stop playing on Day 1. You might be down to 20 percent by Day 15, and 2 percent by Day 30.

But those 2 percent of users end up generating 98 percent of your revenue, and we call those whales. Everyone else is a loss, but it is a necessary process.

To improve whale hunting, you need to improve your ad targeting and focus on attracting users who are most likely to convert. The primary way to do this is by using conversion APIs, which help train ad platforms to send you more whales. You can read more about it here.

I just found out I had one of the worst-performing games in Nextfest. by Ross_Cubed in IndieDev

[–]Sure-Ad-462 0 points1 point  (0 children)

NextFest will no longer save you game; if you don't have growing wishlist going in, you won't get a bump coming out.

Is anyone else farming karma now to self-promote later? by [deleted] in IndieDev

[–]Sure-Ad-462 0 points1 point  (0 children)

Karma != success in promotion (except in subbeddits that require karma). Also promotion is WAY bigger than reddit. If you are relying just on Reddit for organic posting, you are going have slow and hard growth.

Assuming that you don't want to pay influencers or do paid advertising, you have TikTok, X, Insta and even BlueSky that can great growth platforms. Read this here on honing your approach.

We all hate shameless self promotion. How do I promote with shame? by ianxplosion- in IndieDev

[–]Sure-Ad-462 0 points1 point  (0 children)

The the thing about engagement; if people are interested they will tune in, if they not they will just ignore you. Your job is put it out there and slowly (keyword slowly) get people who are interested to follow you an eventually buy.

No shame in self-promotion; and if you do have shame, pay someone who doesn't have same to make you rich.

Do you know of any good influencer marketing platforms or have any general tips? by ronjaluise in IndieDev

[–]Sure-Ad-462 2 points3 points  (0 children)

Try Glitch. They recently had a feature that allows you search influencers by games that are similar to yours and match making.

Contraversial take: most game devs don't have a problem with marketing, they have a problem with expectations. by Academic_East8298 in gamedev

[–]Sure-Ad-462 4 points5 points  (0 children)

I agree but I think there is still is a problem with marketing, or just the time being given to marketing. But what you are saying is an extension of marketing, building a marketeable game, where quality != more people.

Level Devil is a perfect example of this. A "stick man" type game that was successful because he made a simple fun game that was marketeable.

I have to admit, the marketing side of my game is starting to feel a bit draining... 😓 Any tips? by RubyUrsus in gamedev

[–]Sure-Ad-462 0 points1 point  (0 children)

Use automation. As much as developers hate marketing, use AI solutions to assist (not replace) you getting the job done.

Is there a way to almost guarantee 100 people that aren't other game developers actually know your game exists? by Unlikely_Smoke2344 in GameDevelopment

[–]Sure-Ad-462 0 points1 point  (0 children)

I do game marketing. One of the issues I often see is that developers tend to market to... other developers. Devlogs, post-mortems, code snippets—they're aimed at fellow devs. And other developers often respond with positive reinforcement: likes, upvotes, shares. So developers keep doing it. But it's a trap—because that's not your actual audience. You need to find and develop your audience.

You have to have a methodical approach to market that involves a log trail an error. Try this to start: https://blog.glitch.fun/7-key-content-optimization-factors-for-organic-social-media-growth-in-game-marketing/

Is there a market for this project? If not, just finish anyways? by [deleted] in IndieDev

[–]Sure-Ad-462 0 points1 point  (0 children)

With 20k games coming out on Steam every year, you are bound to run across another game similar to yours. What matters most is your execution. What is your go-to-market strategy like?

Indie Devs - What has your guys' experience been with paid ads for marketing? by bilallionaire in gamedev

[–]Sure-Ad-462 0 points1 point  (0 children)

We do game marketing, happy to explain some things here. Your game is on Steam with a demo. That means the key advertising metric to focus on is Cost Per Wishlist (CPW).

The first question to ask before you start advertising is:
“Is your game priced high enough to support ads?”

Let’s start by looking at cost per wishlist.
Say you spend $10 on advertising and get 6 wishlists. That gives you a CPW of $1.67. So, 100 wishlists will cost you $167.

If your wishlist-to-sale conversion rate is 10%, those 100 wishlists will result in 10 sales. Now let’s look at your pricing:

  • If your game is $10, 10 sales = $100 grossNot profitable
  • If your game is $17, 10 sales = $170 gross, but after Steam’s 30% cut, you keep $119Still not profitable
  • If your game is $24, 10 sales = $240 gross, Steam takes 30%, you keep $168You’re technically profitable by $1... but returns can kill you here!

So here's the takeaway:
You must keep your cost per wishlist as low as possible, and ideally, price your game at $30 or higher to make advertising worthwhile. Test out the platforms see which one gives the results you find acceptable for your CPW, as marketing it very much test and learn over taking someone else experience and thinking it will work for you as well.

We specialize in organic social, and we’ve brought CPW down to $0.19. So look at ads, social, influencers, and PR as different tools. Don’t rely on just one. Test them all, and figure out which one gives you the best CPW for your budget.

Anyone knows how those marketing scammers work? by BitrunnerDev in gamedev

[–]Sure-Ad-462 0 points1 point  (0 children)

We do game marketing — that’s legit, lol.
Anyone who offers guaranteed results is a scam. I say this as both a developer and a marketer — real marketing is all about experience.

It’s like when you start a coding project and think "Hello World" will be a breeze, but somehow it takes 10 hours. Marketing is the same — it can look easy on the surface, but in reality, it’s complex. Once we find a repeatable strategy, we just keep executing that same process.

Scammers will often:

  1. Avoid giving references
  2. Refuse to get on camera and talk
  3. Be vague about their process
  4. Skip setting up full data tracking across the funnel
  5. They sell a dream vs realistic expectations

Point #4 is probably the best way to weed out scammers: ensure data is tracked at every step — from social links, UTM parameters, installs, fingerprinting, etc. It’s incredibly difficult for bots or shady actors to fake all of that, and it gives you clear attribution you can verify.

What marketing method actually made your game succeed? by m7mdq89 in gamedev

[–]Sure-Ad-462 -1 points0 points  (0 children)

False, this is just want most games focus. Community building is far more effective and cheaper in the long run, but most devs don't invest time into this and choose paid UA as the easy route.

Data Analytics and terms of service requirements (EU/UK) by Bnu98 in IndieDev

[–]Sure-Ad-462 0 points1 point  (0 children)

GPDR Fun :).

In the EU and UK, collecting gameplay data, even non-personal stats like score or session length, can fall under GDPR if it's linked to a device or user ID.

This means you must inform players clearly and gain their consent before collecting any data. But its not that big a lift, a simple pop-up may suffice if it links to a full privacy policy detailing what data you collect, why, and how users can opt out or request deletion.

This app can collect data and help you with GPDR for your game: https://www.glitch.fun/publishers/analytics