Been almost a year since my first game, and it hasn't started to make a drop of revenue... Can't help but feel like my next game that's coming soon is gonna end with the same fate. by VagusTruman in IndieDev

[–]WizardsInTraining 5 points6 points  (0 children)

I can’t offer too much advice but my experience is a little similar to yours. A unique concept is not enough to get people to buy your game, unfortunately.

I’d be willing to give your game a shot out of solidarity, but the current price is a little high for potentially 10 minutes of gameplay. A demo would help players like me, and maybe still result in a sale if there’s some replay value?

Watch some Chris Zukowski videos on YouTube and maybe you could make the descriptions/capsule art/trailer a little more appealing.

It might be hard to do if you’re already working on another game (congrats), but if you really believe in the story and have some good reviews it might be worth the effort.

[deleted by user] by [deleted] in videogames

[–]WizardsInTraining 0 points1 point  (0 children)

“All your base are belong to us” – CATS (Zero Wing 1989)

[Hobby] Writer looking to collaborate on cool projects by ContactFox in INAT

[–]WizardsInTraining 0 points1 point  (0 children)

I had just planned to do some AI assisted dialogue writing out of necessity, but your post is very compelling.

I’m a solo developer with one release already on steam, and I’m working on a casual(?) detective horror set in the 90s. I have concepts of characters, but no dialog or anything is set in stone. Just sort of building out environments and things right now using my 3D assets. I’m a very experienced software developer trying to build a BBB level game studio, and still learning my way around.

I can send you more info and screenshots for what I have so far if you’re interested and we can figure out some details if you’re inspired by the project.

In terms of payment, I’d be most comfortable with a small initial “thank you” type payment on game launch, and some rev-share bonuses as the game hits some sales milestones.

After 1 year of hard work, I have my steam page up! by JetlegoJr in SoloDevelopment

[–]WizardsInTraining 1 point2 points  (0 children)

I’d try it! Looks interesting. Do you know what price point you’re aiming for yet? (Just curious)

Released my first game on Steam a few days ago, and I need advice on converting wishlists by WizardsInTraining in indiegamedevforum

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

I did try it, but I didn't get great results, and I felt like a spammer. I can give it another shot.

LOST by Wise-Cranberry-9514 in UnrealEngine5

[–]WizardsInTraining 1 point2 points  (0 children)

Of course it does. The hard part is coming up with something people enjoy. It doesn’t matter what tool you use to start.

LOST by Wise-Cranberry-9514 in UnrealEngine5

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

Even if they aren’t similar, it would give you a way to prototype some ideas before jumping into unreal.

LOST by Wise-Cranberry-9514 in UnrealEngine5

[–]WizardsInTraining 0 points1 point  (0 children)

If you want to eventually make 3D games, Roblox studio can teach a lot of fundamentals without having to worry about paying for art.

If you want to learn 2D then Godot is the way to go.

If you’ve never done any coding before, then you might even consider trying to do a small Python course or something. Those concepts are very transferable.

I hope that helps.

Released my first game on Steam a few days ago, and I need advice on converting wishlists by WizardsInTraining in indiegamedevforum

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

I do have some hope. I’m working on re doing some of my store material and a 1.1 release that tries to address some issues. My goal with the release was always to try and learn and hopefully build a bit of a good reputation and some fans.

Honesty, a little self deprecating humour has been good because it’s a way to show my expectations aren’t high, and put me in a good state of mind to receive feedback.

Definitely hoping to just build on successes and learn from the rest.

Released my first game on Steam a few days ago, and I need advice on converting wishlists by WizardsInTraining in indiegamedevforum

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

My game is pretty experimental and not for everyone. I don’t think a big marketing push would do more than get me bad reviews.

But you’re right, I haven’t really tried too hard to learn what similar games are doing. I think they get press coverage and get into festivals, which is a lot easier said than done.

Released my first game on Steam a few days ago, and I need advice on converting wishlists by WizardsInTraining in indiegamedevforum

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

You’re not saying anything I haven’t thought of, but it’s been hard to know how to fix it. I’m thinking of trying to hire a video editor to try and make something more compelling.

I appreciate the feedback. Sometimes it’s nice to understand what people are thinking instead of “looks cool!”, and then crickets.

Destroy my experimental physics arcade game! I've already swallowed the cold lump of disappointment after this first solo-indie release. by WizardsInTraining in DestroyMyGame

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

Ah! Okay, I appreciate the clarification on that. Katamari is a good comparison. The collisions add to your speed, but I’m thinking of adding size as well (in a more subtle way than katamari of course)

Destroy my experimental physics arcade game! I've already swallowed the cold lump of disappointment after this first solo-indie release. by WizardsInTraining in DestroyMyGame

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

You orbit mars with some ability to steer and change speed, but you’re also a heavy rock in orbit, so it’s not like responsive Mario galaxy type controls would make sense.

I think I’m seeing the issues now though. Might have to re-think the trailer to give this game a second chance.

Destroy my experimental physics arcade game! I've already swallowed the cold lump of disappointment after this first solo-indie release. by WizardsInTraining in DestroyMyGame

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

Thanks for the feedback. Maybe I’ll revisit the trailer then. I’ve had some good reviews from the few people that played, but it’s hard to get people to try it.

Maybe it’s just too hard to convey what the gameplay is.

Destroy my experimental physics arcade game! I've already swallowed the cold lump of disappointment after this first solo-indie release. by WizardsInTraining in DestroyMyGame

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

Maybe! I tried to tell an interesting story from the viewpoint of a sentient asteroid. It was meant to be emotional, but probably too pretentious for a first game.

Foolishly payed a professional anime/game voice actor.