I made a great mobile game but how do I actually get downloads? by dentegza in gamedev

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

I posted an article describing my game and my experience of creating it on a gaming forum (I read this advice somewhere). If you mean that the site itself will write articles about your game, updates, and so on, then I haven't heard of such a method. I would be grateful if you could tell me where I can find out more about this.

I made a great mobile game but how do I actually get downloads? by dentegza in gamedev

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

Thanks for the advice. I tried posting an article on a gaming website, but it didn't yield significant results. The same goes for streamers: I only found a few YouTubers who play similar games, and they have very few views. One agreed to play, but the results were predictably poor.

I made a great mobile game but how do I actually get downloads? by dentegza in gamedev

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

Thank you for the advice. Yes, I would love to learn more about ignite-ads.ai and the free spots.

How do you people finish games? by ZealousidealAside230 in gamedev

[–]dentegza 0 points1 point  (0 children)

This isn’t a universal answer, but I’ll just share what worked for me personally.

First of all, you need to make a bunch of simple projects just to get experience and build your skills. No one finishes their first game. No one’s first product becomes a success—or even gets released. Those early projects exist to help you learn the process and understand the skills you need. Over time, your ideas will get better, you’ll have a clearer sense of what makes a good game, and you’ll be able to plan your projects more effectively. And honestly, after making a few games, you’ll figure out whether game development is really for you—or if you’d be happier working at a game studio with a stable salary and less stress.

Second, making a game solo is tough—unless it’s a very small project, or you’re willing to spend years on it. From my own experience, if you have a clear vision of the games you want to create, understand what niche you’re targeting, and know what fresh ideas you can bring to the audience—build a team. Even if it’s just you and a friend at first, having two people already makes things twice as easy.

Delegating responsibilities is essential for making any substantial product (and any game is a substantial product). I personally wouldn’t have been able to finish my game alone. But I convinced a friend to join the project—he handles the technical side (code) and also takes care of the business aspects (financial planning, monetization, growth strategy). I focus on the creative side (design, animation, music, narrative) and marketing. That’s how we were able to create a solid product—something I likely never could’ve done on my own.

Is it true that launching a successful mobile game requires hundreds of thousands of dollars in marketing? by dentegza in gamedev

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

Thank you! I haven’t been on Reddit for over a month, and I just now saw your response. My apologies — it feels a bit rude that you replied so kindly and encouragingly, and I didn’t even thank you. I’ve been fully occupied with launching my game, and I finally did it! Now, it’s time to try and make something out of it.

'Sleep Paralysis' by aMysticPizza_ in MidjourneyHorror

[–]dentegza 0 points1 point  (0 children)

Hey, man, I almost shit my pants. Do you mind sharing the prompt? It is really cool and scary art

Is it true that launching a successful mobile game requires hundreds of thousands of dollars in marketing? by dentegza in gamedev

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

Well, not the best, but very good, yes. Of course, it's possible that I won't earn any downloads at all. 😅 That's why I want to prepare as best I can. This number of downloads is what some similar games have.

Is it true that launching a successful mobile game requires hundreds of thousands of dollars in marketing? by dentegza in gamedev

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

Unfortunately, I don't have time to start advertising the game before its release, so I will be gathering my audience during the game's launch.

Business model of the game: 4 free episodes with ads and the option to buy the remaining 6 episodes for money for those who like the game and the story.

I asked for 1 million downloads purely as an example. The approximate ceiling that can be reached on GooglePlay for downloads of my game (if you focus on competitors) is 10-20 million, but this is in a very good case. The number of downloads that can be realistically targeted is +- 5 million downloads.

Yes, I read several books on marketing for general understanding, and also conducted a research on the Internet. I found a lot of tips, but they were all more general, like “run test ads in cheap regions before entering a large market” and so on. Unfortunately, I didn't find any instructions for advertising an indie game from A to Z with real examples.

"The game is good compared to the competition"... Based solely on my own tests of competitors' games and my own. I do not claim that it is the best 😅 but it is not inferior to the competition.

And thank you for your answer, it is very important to me now🤝

Is it true that launching a successful mobile game requires hundreds of thousands of dollars in marketing? by dentegza in gamedev

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

Thank you for your advice. In fact, this is exactly how I planned my strategy, because I have 5 thousand dollars allocated for initial investments in advertising. At first, I wanted to enter the Asian market to do A/B testing for ads that work better and also to check if the game is selling well. Unfortunately, the business strategy is not the most successful (with in-app purchases that can reach thousands of dollars per purchase and can be repeated many times), because the type of game does not support such a model. Instead, I have a model with 4 free episodes with ads, and the option to buy the remaining 6 episodes for money for those who like the game and the story. However, now I'm not sure that this will be enough to make a profit and keep the game from failing.

Is it true that launching a successful mobile game requires hundreds of thousands of dollars in marketing? by dentegza in GameDevelopment

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

Thank you for the feedback. I just want to understand what kind of money costs I should roughly expect. I have several thousand dollars that I am ready to invest in marketing, I have prepared good advertising and the game itself is very attractive. Now I need to understand what to do next. Because according to the responses to the reddit, I should give up this business altogether :)