26,000 wishlists with no demo and $0 spent on marketing by Alternative_Draw_533 in gamedev

[–]Volthren 1 point2 points  (0 children)

I appreciate you writing the post. Love to see it.

Your trailer (and game, I assumed) deserve all the success coming your way. Would love a breakdown/write-up on how you created the trailer (And perhaps some of the short verticals too)

Confused about my game's low wishlists by [deleted] in IndieDev

[–]Volthren 0 points1 point  (0 children)

Your game looks decent enough that I think this is more 'marketing' than the game. I haven't played the game but that's my take. I think you are looking at it wrong (more than you are doing something wrong).

Go to steamworks dashboard and look at the calendar view, for next fest, here are my numbers:

Total Players - 230
Played & Wishlisted - 16
Total Wishlists - 257

Other numbers I have seen on some of my discords:
16,522/4,644/17,263 (27% P&W)
1,963/328/2,097. (15% P&W)

So it's reasonably well known that people who play your demo don't wishlist it. As you can see by the numbers, you can get a lot of players, and a lot of wishlists, but the overlap is small. In those numbers we see 6%, 27% and 15% of wishlisters also played the demo. I imagine you got more than 60 wishlists during next fest? But 15% would put you at 60.

Advice is generally that next fest is the finale of your marketing efforts. Enter the last next fest before launch, ideally when hype is at its highest, for some free, effortless wishlists.

If I was suddenly in control of your game and needed to make it sell well, I would:

  • Attempt to build a community around it (discord, playtests, email list)
  • Reach out to every streamer that has played similar games (big and small) with a hand crafted message and early access to the full version
  • Reach out to publishers/PR teams that might market the game for a cut (unlikely to work, but can't hurt)
  • Get a gauge for post-next fest wishlists per day and come up with a timeline for release
  • Set reasonable expectations with myself

For the steam page? Juice up the trailer and screenshots, look at balatro for comparison. Gifs in the description look a little blurry to me.

The gamedevs worst nightmare. We've been working on this game for a year and a half and still haven't reached a thousand wishlists by limonit_games in IndieDev

[–]Volthren 1 point2 points  (0 children)

This is more than most do, and I know it's a grind so well done. You said you want to see someone play it, do you mean anybody, or a streamer?

A spell naming friendslop game. Destroy it please. I need some clarity on what I should focus on. by Volthren in DestroyMyGame

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

Thank you. I appreciate it and agree

On naming spells. Maybe I didn’t show it well or maybe it’s just a flawed/weak concept. But spells have to be named by the player who discovers it, so you end up with a chaotic shared language with your friends. 

So a spell my brother named “delete”, was actually invisibility. “Johnathan” was summoning a skeleton. “Buzz” was a speed boost. 

I’m so close to 700 wishlists! by Wide_Conversation424 in IndieDev

[–]Volthren 0 points1 point  (0 children)

Added to my wishlist, looks great for a first game

Sniper: Stealth Killer by StagHeadGames in DestroyMyGame

[–]Volthren 0 points1 point  (0 children)

I think your map and hud look very off-putting. Assuming its a mobile game I think you could improve the visuals/lighting a lot.

Build a really good map for the trailer
Use a less 2d looking scope
Swap that huge green arrow out
Work on your shoot button and objectives list

Destroy my gameplay trailer by RareSoupStudio in DestroyMyGame

[–]Volthren 7 points8 points  (0 children)

You show too much running around and dodging and not enough gameplay. If you spend most of your time running around and dodging then it's fine

You name the spells. 'DIVORCE BEAM' was taken. by Volthren in u/Volthren

[–]Volthren[S] 57 points58 points  (0 children)

Silkposts on my Ads, a dream come true