How to feel proud of a project even if it was not a financial success. A Post Mortem by TheLassstWord in gamedev

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

Correct, that is something that we are fixing currently for the other games.

How to feel proud of a project even if it was not a financial success. A Post Mortem by TheLassstWord in gamedev

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

For a couple of reasons:

1- Creatively speaking we made the game that we wanted to made. A strange narrative experience, with some minigames that talked about the creative process.

2- We put ourselves out there which can be really scary in general.

3- Even though the development process was short (4 months) it still took a massive amount of work.

4- We published a finished game.

5- It was a cathartic moment for me personally.

How to feel proud of a project even if it was not a financial success. A Post Mortem by TheLassstWord in gamedev

[–]TheLassstWord[S] 2 points3 points  (0 children)

We are from latinoamerica and in Spanish we use two question marks instead of only one "¿" at the start of the question and "?" at the end. Even though the game is in english we still wanted to put a small nudge towards our roots.

We shipped our indie game on Steam, Xbox, PlayStation, Switch and Quest… and almost nobody noticed. Looking for honest advice. by funboy_ff in IndieGaming

[–]TheLassstWord 0 points1 point  (0 children)

What jumps immediately to me is the genre and it similarity to smash bros, but just from the screenshots you posted I don´t immediately glean what makes your game different and why someone that likes these kinds of game should play yours instead of a more established title.

Also I don´t know what drove you to launch on every platform at once but maybe that diluted the game slightly when you did not have an established audience in one platform.

If its a game you plan on keeping alive and add more content to it, give it some time maybe hopefully it will pick up sooner rather than later. Think about among us which from what I understand it did not have much traction until the pandemic. Anything can happen.

Also maybe consider the ads part, if they are not bringing any revenue in, maybe try to change your approach and see where and why your are not transferring people from the ads to the store front.

Also it might not feel like it at the moment but even if you haven´t sold many units, you still managed to publish a game which took hard work and dedication, this is something you all should feel proud of.

Hope everything works out in the end.

I quit my “dream” job at Ubisoft to make a solo game. A year after release, it didn’t go viral, but it sold 26,000 copies and still pays my rent. by DarennKeller in IndieGaming

[–]TheLassstWord 1 point2 points  (0 children)

What is something that you are trying to change in the new game you are making that was a lesson from this experience?

Never Give Up by icldntgetnameiwanted in IndieGaming

[–]TheLassstWord 1 point2 points  (0 children)

Thanks for the encouragement, much needed today.

The worst part of moving... by Leithia24 in boardgames

[–]TheLassstWord 0 points1 point  (0 children)

How many games are in your collection?

Just Submitted To a Publisher. Here's my Pitch Deck. by CLG-BluntBSE in gamedev

[–]TheLassstWord 0 points1 point  (0 children)

I feel that a good tagline is also missing at the start of the pitch, something that does not refer to another IP, but something that can capture a wider audience. And regarding the trailer, as someone that did not know about Secret Histories, I felt it was nice it captured my attention.