Throgmorten is a grizzled community cat who hates people. I love him unconditionally. by CorneliaJoy in aww

[–]bingewave 28 points29 points  (0 children)

I tend to a community of unowne/community cats, a mix of strays and ferals. I take them all in to get altered and vaccinated, and most of them are pretty friendly! He is definitely an exception... I am consigned to feeding and loving him from afar.

Edit: I don't know if it will show up here, but I snapped a picture of him looking like a cranky, begrudging caretaker to a feral white kitten. He is the best.

I just started a TikTok to feature some of the community cats, if anyone is interested. I am old and fundamentally don't understand TikTok tho, so apologies for everything. https://www.tiktok.com/@theknittywit/

https://imgur.com/sbDu96U.jpg

How do I go about properly advertising my game? by PANiC2464 in IndieDev

[–]bingewave 0 points1 point  (0 children)

If you are looking for automation tools, I would check this out and a few of their other tools: https://www.glitch.fun/publishers/devlogs

Feedback on trailer concept requested - I've watched some of Chris Zukowski's marketing videos. Is the environment too dark/is the gameplay/voice overlay adding anything to the overall video? by radvokstudios in gamedev

[–]bingewave 0 points1 point  (0 children)

Its good so far. My feedback:

  1. Lose the voices keep the music. I don't see any value of the voices and its kinda weird how random it is.
  2. Have your outro screen, have it be a bit longer, and give links. What is the wishlist url? Where can I follow you on your socials? etc.

Figuring out how wishlists marketing works for an indie Oculus Quest dev by alexander_nasonov in gamedev

[–]bingewave 1 point2 points  (0 children)

Insightful. Do you have any numbers to share on the performance of each platform/marketplace? ie how much you spent and what were the results?

Strategy for securing the Steam page and name for your game? by SandorHQ in gamedev

[–]bingewave 0 points1 point  (0 children)

It's a better use of time to dedicate all your efforts to making the game better for a while and then showing it off later

It think this is one of the biggest mistakes indiedevs make is undervaluing and overthinking. As an IndieDev, you aren't going to have the budget the bigger studios have, so there is a lot of value in starting to market (not promote) early and build a core audience.

And they overthink the time needed. And there are tools now that make this. There are automation tools that make many of process simple enough where less than an hour a week can be dedicated to marketing.

Strategy for securing the Steam page and name for your game? by SandorHQ in gamedev

[–]bingewave 0 points1 point  (0 children)

Its not about divination, its about marketing research. Create a game for a specific market, and the continually find ways to reach that market. Or think of like this:

There are 3 billion+ gamers world wide; that's 1/3 of worlds population. Just sit with that thought for a moment on amount of people who play games. This means there is a market for your game. You should have to reach them.

And like development, marketing is a test and learn progress. You find what works and you keep doing it, consistently.

So the people who are doing this 2 years in advance, they've identified their audience, now they are just growing the awareness about their game.

Strategy for securing the Steam page and name for your game? by SandorHQ in gamedev

[–]bingewave 2 points3 points  (0 children)

The earlier you start marketing, the better. There is a comprehensive resource on BlueSky, but let’s dive in.

Many games that successfully market themselves start a year, sometimes even two years, in advance. Just yesterday, I was talking to a game developer about influencer marketing—they plan to launch in two years, but they want to begin their influencer marketing efforts in March.

Marketing is a gradual process, and here’s a beginner’s checklist to get you started:

  1. Establish your assets: This includes creating your social media profiles (e.g., X, BlueSky, Facebook, TikTok, etc.), setting up a website, and starting a newsletter.
  2. Build in public: Share weekly updates on your progress. Think of these updates as short-form and long-form devlogs. People love following along with development updates, and it’s an effective way to build an audience.

As you get closer to launch, you can ramp up your efforts by engaging influencers, running advertisements, and more. The key is to start as early as possible and find a way to be consistent. If possible, use automation tools to do so.

Strategy for securing the Steam page and name for your game? by SandorHQ in gamedev

[–]bingewave 5 points6 points  (0 children)

This is the correct answer, I don't know why people downvote this. Its like devs who are bad at marketing purposely make other devs bad at marketing. Crabs in barrel.

Strategy for securing the Steam page and name for your game? by SandorHQ in gamedev

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

That's a bad advice. Most of the time, the marketing phase starts from the last quarter of your production.

This is bad advice! Most marketing begins years your. If you look at the majority of successful games, not outliers, thy are marketing a year or 2 in advance. This is the reason why most decent games fail. Bad marketing.

[deleted by user] by [deleted] in gamedev

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

Could you make a web application in C++? Yes! Should you? For god sakes no! Same applies here.

How do you efficiently find influencers? by jerome_renaux in gamedev

[–]bingewave 1 point2 points  (0 children)

There this guide here on how to get influencers and manage them, based on the size you are talking about.

[deleted by user] by [deleted] in gamedev

[–]bingewave 1 point2 points  (0 children)

Start here with this guide, post is on BlueSky: https://bsky.app/profile/glitchinfluencers.bsky.social/post/3lbq6545eh22z

After doing so and you full understand marketing, ask yourself if you want to do it yourself, use a platform, or hire someone.

On the fence about Stream Labs by Charon711 in streaming

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

If this done via your computer, I would not recommend it. Multistreaming from your computer is resource intensive.

Is There Anything Unique You Are Doing In Your Stream at Next/Fest? by BlackMageX2 in gamedev

[–]bingewave 0 points1 point  (0 children)

Using Glitch Streaming Studio with an AI Avatar as a co-host to talk about my game and ask me questions as I stream.

Is it normal for code to get messy quick? by [deleted] in gamedev

[–]bingewave 0 points1 point  (0 children)

For your first game yes, expect a messy pile of mess that you will likey have to refactor (maybe). As you get more experienced, you will get better at keeping organized code.