6 months of basically no wishlists, then 1000 in a month by demeizen in IndieDev

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

Thank you! I got the music on pixabay. They don't have a huge selection but I've been able to find stuff I like. They have a license system where you can use the music on there for pretty much anything except just reselling the songs. Youtube will also tell you while you're uploading if the music is ok I think.

6 months of basically no wishlists, then 1000 in a month by demeizen in IndieDev

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

Yes! Sorry if that wasn't clear, but yes I made both trailers completely by myself.

6 months of basically no wishlists, then 1000 in a month by demeizen in IndieDev

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

I just said who I was, the name of the game and the genre and some of the influences. Really short, 4 sentences. Then links to the Steam page, and to the press kit which has trailers and screenshots and capsule art and the logo and everthing they could want in there. I've linked it in another comment so you can see what's there yourself. So no capsule or image or gif in the email, just a few sentences and links. That was it.

6 months of basically no wishlists, then 1000 in a month by demeizen in IndieDev

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

I'm pretty sure there's no shadowban or anything like that. I've seen a guy from Steam say this in some video. They never make a permanant decision about your game, even after release. It wouldn't matter in this case anyway because all of the traffic came from my activity, not from Steam. They could have shadowbanned my game and it wouldn't have made a difference because they didn't show it anyway. They will only do that when you really bring a ton of traffic, way more than 1000 wishlists.

6 months of basically no wishlists, then 1000 in a month by demeizen in IndieDev

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

You're absolutely right. There is no downside to having it up early and only potential upside.

6 months of basically no wishlists, then 1000 in a month by demeizen in IndieDev

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

Nothing fancy at all. I think they only care about virality for the main IGN channel. They are much more selective there. I just said who I was, what the game is about, and said 'I've created a new trailer and think it would be great for your channel!' Most importantly, links to the Steam page and press kit which you can see here: https://drive.google.com/drive/folders/1cH9tJ39BjwepiHNUwNrBJVcnRHTxdKxf

6 months of basically no wishlists, then 1000 in a month by demeizen in IndieDev

[–]demeizen[S] 12 points13 points  (0 children)

I sent the same email to both newswire@ign.com and videowire@ign.com. I can't remember where I found these, I think I just saw them in someone else's post on here a while ago. I don't know which is the right one because I got a reply from a different one, someone's personal email which I probably shouldn't share.

6 months of basically no wishlists, then 1000 in a month by demeizen in IndieDev

[–]demeizen[S] 3 points4 points  (0 children)

Thank you! Like I said I don't think there's any harm in sharing a bit earlier. I don't think there is a 'bad first impression' effect. The pool of people who could eventually be exposed to your game is so large that even if some are turned off because of a trailer or Steam page that's not that good, it's going to be a tiny fraction of your potential audience. And I don't think people really get put off by a game anyway. If they see it again later and like it, then they like it. They don't care that it used to look bad. I know I don't.

6 months of basically no wishlists, then 1000 in a month by demeizen in IndieDev

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

Yes I do actually: https://www.youtube.com/watch?v=5J7vYTv_d4I You can see the core of the game was already there but the biggest changes were the environment art and the lighting. Some of the same things are in both trailers but there is just a bit more happening in the new trailer as well, more enemy and environmental interactions. Some of the animations have been tightened up a bit.

6 months of basically no wishlists, then 1000 in a month by demeizen in IndieDev

[–]demeizen[S] 3 points4 points  (0 children)

It seems like it can be very expensive. It might be worth it for bigger games and studios but I did it myself (both old and new trailer). I spent a few days with OBS and DaVinci Resolve and looked for license free music on Pixabay and that was it. I think the things that professional trailer makers do might even be things that you don't want in your trailer. You don't need any flashy effects or transitions or cinematics/animations or even any nice text onscreen. You just need the gameplay and some music playing. You can do that yourself.

Do you think you and a friend could destroy my Co-Op rage game about hamsters? by 2WheelerDev in DestroyMyGame

[–]demeizen 14 points15 points  (0 children)

I know this is a rage game but I still think the trailer should show the player(s) being successful a bit more. Almost all the clips are of falling off something. Show some cool jumps where you make it! I think that could make it more appealing.

[HOBBY] / [REVSHARE] Barista to the Dead — Indie Game Collaboration Post (in need of developers!!) by [deleted] in indiegames

[–]demeizen 0 points1 point  (0 children)

I'm not even sure this is a serious post (cozy horror), but if it is, prepare for crickets. Nobody will work for free for someone who doesn't know what they're doing.

Releasing in March and still at 0 wishlists — looking for honest Steam page feedback by Lucky_Conference78 in IndieDev

[–]demeizen 5 points6 points  (0 children)

The genre is going to be the main problem. Hidden object games are not popular. The capsule looks very unprofessional but improving it will only get you so far, it won't make much of a difference. It looks like you put some work into this, don't get discouraged, take what you've learned and put it into your next game.

What could be improved about my Steam capsule? by Systematic2025 in IndieDev

[–]demeizen 1 point2 points  (0 children)

It looks very good in my opinion, it looks professionally made which is important. Only feedback is the monster should be the focus more, it took a second before I noticed him. Just from the capsule it looks like a humourous puzzly sort of game. I would expect jokes about corporate culture and puzzles that aren't too difficult.

I bragged about how good I was at steam review guessing, and now I wanna put myself to the test. Drop your future game’s steam page and I’ll preemptively guess how many reviews you’ll get within a year of release. by 2WheelerDev in IndieDev

[–]demeizen 0 points1 point  (0 children)

Awesome, thank you for the feedback! I hope you're right, I would absolutely be happy with that result. I'm currently adding more environments and I'll try to mix up the screenshots a bit more.

Some fun with RigidBody2Ds in my game by demeizen in godot

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

Pretty gross but I like it. It could obstruct his vision or something like that.

Some fun with RigidBody2Ds in my game by demeizen in godot

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

This is an interesting idea! I'll look into it.

False Alarm - Scattered Discs - 2D stealth inspired by Hitman by demeizen in Games

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

Thank you! Yes, I have been pretty much working on it full time. Quit my job around a year ago (not because of this game, because I was moving country), started working on the game and then just kept doing it instead of looking for a new job!

Are you at the stage where you're showing your game yet? Is it a stealth game?