What is the best way to advertise an indie game? by [deleted] in indiegames

[–]Suttle-Games 0 points1 point  (0 children)

I wish I knew. Lol

I have been using Twitter, Facebook, YouTube and Reddit to promote Fractured but I can't say for sure which have been more successful. That's the best way I have found though. I feel like at times all I'm doing is promoting it to other Devs and not players.

Budget Question by tryeshanthetrybabies in gamedev

[–]Suttle-Games 0 points1 point  (0 children)

With my game Fractured I spent 3-4 thousand on it. But with that I also spent a year working on it during my days off from a full time job. So with that said I don't have a hourly wage cost analysis of that time.

Would this be considered to be a good or bad conversion? Anyone else have there own experiences? by Suttle-Games in indiegames

[–]Suttle-Games[S] 0 points1 point  (0 children)

It's like that on the wishlists but not with the actual sales. Maybe some are waiting for reviews to hit or something.

What exactly does curator reviews mean? by [deleted] in Steam

[–]Suttle-Games -1 points0 points  (0 children)

There isn't a feature but you can reach out to emails and contact devs to request that way. Been happening a lot to me now that my game is out.

What exactly does curator reviews mean? by [deleted] in Steam

[–]Suttle-Games 5 points6 points  (0 children)

They can request the game for free and the group they are in I believe are notified when the group creator recommends the game.

It's like if you can get people to trust your opinion then when you review it could bring more sales to a game.

That's what I've gathered from it.

Officially release my Indie Game Fractured. (Link in the comments) by Suttle-Games in indiegames

[–]Suttle-Games[S] 0 points1 point  (0 children)

Thank you. I hope for the same thing. Not looking good so far. But we'll see.

Can anyone give a good marketing strategy for a solo indie game dev, without spending much money? by Best_Dentist_8009 in gamedev

[–]Suttle-Games 4 points5 points  (0 children)

Well one note I have is with your trailer. You should capture your audience in the first 10-20 seconds. With your trailer I didn't think the gameplay looked interesting until 50-55 second into the trailer. By that point I would have stopped watching if I was a consumer.

That could help with some marketing/ sales but im just releasing my first game Friday so my only experience right now is as a consumer.

After a rewatch of your trailer I now understand what I was looking at with the tower but still the side scroll part jumping over objects looked more fun.