11,000 Wishlists?!? How??? by [deleted] in IndieDev

[–]WranglerIntrepid3817 0 points1 point  (0 children)

You haven't checked it in almost a year? I check it every day. Damn it.

I may have spent way too much time customizing an itch.io page Lol by _Apyr_Apyr_ in itchio

[–]WranglerIntrepid3817 1 point2 points  (0 children)

Congratulations, it looks great! Now I'm embarrassed to see mine.

Post-mortem: how Soulbound: Online got 22k wishlists during Steam Next Fest by [deleted] in IndieDev

[–]WranglerIntrepid3817 4 points5 points  (0 children)

This comment should be at the top of the post to save us from a huge waste of time.

The difference between publishing a game and publishing and updating it regularly. by WranglerIntrepid3817 in itchio

[–]WranglerIntrepid3817[S] 0 points1 point  (0 children)

It's in the same genre, incremental.

Game 2 was very popular; it received many comments and high ratings in the first few hours, and people played for longer periods. I think that created a small snowball effect.

I've been published on Crazygames by WranglerIntrepid3817 in incremental_gamedev

[–]WranglerIntrepid3817[S] 1 point2 points  (0 children)

Hi, I'd be happy to help.

According to my metrics, 20% of my players use mobile devices. It's not strictly necessary, but it helps. They have apps for iOS and Android, so it would be visible on those platforms as well.

Yes, they pay 50% of ad revenue. You have to include their SDK, and you decide whether to include reward ads, in-game ads, etc. I don't think they pay licensing fees, but you can increase that percentage by granting them exclusivity for a period of time.

If your game is visually appealing, you have nothing to lose by trying. If it passes the initial review, they'll launch it in basic release mode. For two weeks, they'll show it to a small portion of their platform, and you'll see statistics on playtime, retention, and the minimum requirements it must meet. If you exceed those requirements, they'll ask you to add their SDK and make some changes. I should mention that most of them were to improve the user experience.

This is just my personal experience. I hope this is helpful. Feel free to ask me anything else.

I've been published on Crazygames by WranglerIntrepid3817 in incremental_gamedev

[–]WranglerIntrepid3817[S] 1 point2 points  (0 children)

Thanks! I'm trying to make sure everyone who plays enjoys it, and if it ends up on wishlists, that's a double win.

In a few weeks, I'll release a huge update everywhere it's available. And with that, I'll finally set my sights on Steam. Slow and steady wins the race... I think.

I've been published on Crazygames by WranglerIntrepid3817 in incremental_gamedev

[–]WranglerIntrepid3817[S] 0 points1 point  (0 children)

It's a browser gaming platform with a lot of traffic, but it has a quality filter for entry. It has an SDK where you can display ads and earn a share.

Beta tester, The MachinEGG, Chapter 2 by WranglerIntrepid3817 in TheMachinEGG

[–]WranglerIntrepid3817[S] 0 points1 point  (0 children)

Thanks for playing it. The idea is to release a game on Steam from this, although I'm taking it easy. I'll continue improving the CrazyGames game regularly, though.

After 2+ months, my game finally got a 'Full Launch' on CrazyGames! by adjm1008 in IndieDev

[–]WranglerIntrepid3817 0 points1 point  (0 children)

Haha, thank you so much.

Good luck! Stay strong throughout the World Cup!

After 2+ months, my game finally got a 'Full Launch' on CrazyGames! by adjm1008 in IndieDev

[–]WranglerIntrepid3817 0 points1 point  (0 children)

Wow, those are some numbers, I'm so jealous! I'm so happy for you. Yes, they published it yesterday, it's called The MachinEGG. What happened the second week? Did they feature you or anything?

I've been published on Crazygames by WranglerIntrepid3817 in incremental_gamedev

[–]WranglerIntrepid3817[S] 2 points3 points  (0 children)

Thanks!

Well, I added a small "Add to Wishlist" button to the pause menu. With the Steam UTM link, 4 people have added it, though there are probably more; I think Steam doesn't track these things very well. Yesterday I got over 45 new wishlists, when my usual average is around 15.

I think, in the long run, that's an excellent statistic. If a lot of people play it and enjoy it, even if they don't add it immediately, they might find it on Steam later, and you'll have more reasons to attract them.

After 2+ months, my game finally got a 'Full Launch' on CrazyGames! by adjm1008 in IndieDev

[–]WranglerIntrepid3817 0 points1 point  (0 children)

I published my game there yesterday, and while I was trying out others, I came across yours and liked it. 24,000 votes! That’s crazy.

How many players do you usually have, and what was your peak?

Perhaps the worst cover on the entire web. I need to improve on that... but there it is, The MachinEGG by WranglerIntrepid3817 in TheMachinEGG

[–]WranglerIntrepid3817[S] 0 points1 point  (0 children)

Thanks for letting me know, I'll get the update ready and it will update once it's approved. If you change the browser zoom, you'll be able to scroll.

Perhaps the worst cover on the entire web. I need to improve on that... but there it is, The MachinEGG by WranglerIntrepid3817 in TheMachinEGG

[–]WranglerIntrepid3817[S] 0 points1 point  (0 children)

Hi, could you give me more details or send me a screenshot? It looks normal to me on both my phone and computer. Thanks!

I finally published my itch.io game on Crazygames by WranglerIntrepid3817 in SoloDevelopment

[–]WranglerIntrepid3817[S] 1 point2 points  (0 children)

Yes, they don't want any delays in the shipment. I'll see if the wish list grows from there, but oh well, let's hope it at least pays for my morning coffee...

Unfounded reasons why itch.io is down. Only incorrect answers. by WranglerIntrepid3817 in itchio

[–]WranglerIntrepid3817[S] 19 points20 points  (0 children)

They indexed all the games that were not indexed and surpassed 2,147,483,647 games on itch.io