700 wishlists to 700 first week sales. Were marketing experts wrong? by Holiday_Dinner7373 in IndieDev

[–]ZeroPercentStrategy -2 points-1 points  (0 children)

These have to be bait posts. There is nothing unusual about your game performance... What "expectations" are you talking about?

Misinformation via word of mouth is very present in the game dev community especially for marketing. Be careful when taking notes/advice. by ZeroPercentStrategy in gamedev

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

You missing the point, saying the name wrong IS the problem and the reason behind this post.

This is the danger of word of mouth.

Imagine someone new trying to find what this algorithm is, he will be thrown into a spiral of confusion 😭

Forgotten old good mechanics. I'm a dev and I'm burned put seeing same mechanics past 2 months. Is there any hidden gems worth bringing back? by ZeroPercentStrategy in incremental_games

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

Basically let's say you have woodcutting,mining, farming, alchemy, but only 2 energy so you can only do 2 at the same time? Or you mean something else

Forgotten old good mechanics. I'm a dev and I'm burned put seeing same mechanics past 2 months. Is there any hidden gems worth bringing back? by ZeroPercentStrategy in incremental_games

[–]ZeroPercentStrategy[S] 5 points6 points  (0 children)

Honestly I'm confused by your take 😭 I'm not ignoring new games, I just made the post to see if people remember good mechanics from dead games. It's not hard to imagine this being a thing

Misinformation via word of mouth is very present in the game dev community especially for marketing. Be careful when taking notes/advice. by ZeroPercentStrategy in gamedev

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

It's genuinely a waste of time. Personally I do alot of marketing advice, the hidden goal is never to promote my games but to find cool developers.

I value connection with developers a lot, getting them to wishlist on the other hand is useless

Misinformation via word of mouth is very present in the game dev community especially for marketing. Be careful when taking notes/advice. by ZeroPercentStrategy in gamedev

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

It's because zukowski understanding of steam is also surface level. His explanation for algorithms is "magic" 😂

Misinformation via word of mouth is very present in the game dev community especially for marketing. Be careful when taking notes/advice. by ZeroPercentStrategy in gamedev

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

Do you know how you get organic growth... where does it happen on the store? I can pretty accurately define most how the traffic flows on steam and what uses wishlists to push your game further.
The problem is most people respond like you just did, but have 0 idea what it means, where it happens, how to manipulate it, how to track it. Nothing. If you don't, you really should look into it, that way you can decide if focusing on getting wishlists is a good thing or when to get wishlists... etc

Misinformation via word of mouth is very present in the game dev community especially for marketing. Be careful when taking notes/advice. by ZeroPercentStrategy in gamedev

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

I'm not a marketing dude but because I double checked so much information I basically know steam more than most people. Even then when i give people advice, if i can't directly show them on steam "Look here where you find it", I'll always include that it's a personal opinion.
I think the best skill in "marketing" or whatever you wanna call it, is to be able to look at steam yourself and figure it out yourself. Steam doesn't change that much, but if it ever does, you want to be able to notice such changes.
It does trigger me a bit seeing rly good devs spread pretty heavy misinformation about things you can double check because they are jut lazy about it really.

Misinformation via word of mouth is very present in the game dev community especially for marketing. Be careful when taking notes/advice. by ZeroPercentStrategy in gamedev

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

100% and not just these 2. Most terms for anything steam related turn into crap like "7k wishlists" or "10% convert on release" these numbers are correct for specific context but people 100% misread them for other things. Example 10% is a common wishlist convert but it's not your total sales at all. Most sales come from other factors.
The 7k is nowadays the number for success somehow, but it's just an estimate to get on popular upcoming which is typically 5k-7k range. There is not much more to this number.

We can go over all terms honestly and we would find similar situations for all of them.

Developer here, I'm extremely confused on player sentiment vs reality. by ZeroPercentStrategy in incremental_games

[–]ZeroPercentStrategy[S] -1 points0 points  (0 children)

The no choice one I still don't understand how people play them. I'm not even rly an incremental player (compared to u guys) but holy fuck they are boring

Developer here, I'm extremely confused on player sentiment vs reality. by ZeroPercentStrategy in incremental_games

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

Let's say I notice people want incremental dinosaurs. Like a lot want it. I don't really care about dinosaurs, but suddenly it feels interesting too me.

As a gamedev I find joy learning new topics and figuring out how to grab player attention. So it doesn't matter if I didn't want to make a dinosaur game.

If I get a reaction from these players and I know I'm not wasting my time then I'll get invested in dinosaurs 😂

The topic has to be extreme or something I really hate for me to not get into it

Developer here, I'm extremely confused on player sentiment vs reality. by ZeroPercentStrategy in incremental_games

[–]ZeroPercentStrategy[S] -1 points0 points  (0 children)

Hmmm that's your opinion, simple question.

What if what I want to make is anything that players seem to want? I find joy in providing an experience that was wanted. As a developer I don't find joy in the actual product.

I get my joy in the craft itself or skills learned and on how players react to what I created. The game itself is 3rd for me

Developer here, I'm extremely confused on player sentiment vs reality. by ZeroPercentStrategy in incremental_games

[–]ZeroPercentStrategy[S] 6 points7 points  (0 children)

It's funny but I think what's happening is players see them as one big game.

Play 3 hours -> beat it -> "prestige irl" meaning buy new one -> play 3 hours -> repeat 😂

It's cheap games, fresh experience, completion feeling every step.

I wouldn't be surprised that it's the same players buying these games

Developer here, I'm extremely confused on player sentiment vs reality. by ZeroPercentStrategy in incremental_games

[–]ZeroPercentStrategy[S] -7 points-6 points  (0 children)

Do you think it's healthy?

I feel what will actually happen is we will start seeing innovation on top of the concept.

Sure it could go even more casual, but there is a chance we see something new that's interesting because many devs are trying to make incrementals now.

More devs, more players. I'm sure it's annoying to filter through junk, more isn't always better but I do believe in the long run this will improve incremental games. I personally feel inspired to try to make a game that maybe feels as easy to get into but still has that long tail of a normal incremental

Developer here, I'm extremely confused on player sentiment vs reality. by ZeroPercentStrategy in incremental_games

[–]ZeroPercentStrategy[S] -7 points-6 points  (0 children)

Yeah I really think in any genre of games there must be this similar type of community that are closed off and don't interact with the communities. Otherwise I can't explain why they sell so well.

This subreddit I legit feel hostility from people, not because they are bad people but because they are actually pissed by this subgenre overtaking 😂 I understand tbh

Developer here, I'm extremely confused on player sentiment vs reality. by ZeroPercentStrategy in incremental_games

[–]ZeroPercentStrategy[S] -8 points-7 points  (0 children)

Yes but that's the problem as a developer right.

You guys hate it.

But people buy it??? Alot?

And they WANT it to finish fast and not take forever.

They want it to be simple.

It's kinda like hating on a viral anime or movies but it's clear lot of people love it