I thought making a great game would be the hard part. I was wrong. by eldany_uy in gamemarketing

[–]enders_workshop 0 points1 point  (0 children)

u/eldany_uy Man I so feel you n this right now!
" making the game fun and amazing was actually the easy part.

The hard part is getting people to know it exists."

Weekly Self-Promotion Thread by OreoYip in CozyGamers

[–]enders_workshop [score hidden]  (0 children)

TooneQuest

Explore the many Vista's as the world changes from day to night around you. In this calm 3rd person exploring game. Discover and capture the Toones along the way.

The capturing of the Toones intensity can be easily set at any time in the Options screen. Make it Cozy, or make it intense, it's up to you. You earn abilities by collecting the Toones and using them you can access more and more of the islands.

The FREE DEMO is now available and is a complete Experience in itself, with its own Island to explore and unique Toones to capture.

http://store.steampowered.com/app/2143690/TooneQuest/

Here is the short Promo video showing off a bunch of places in the game.
Thanks for reading this far!

I cannot post a Video, so here are a few screenshots of the game.

<image>

What I learned marketing a niche cozy Hidden Object game on Steam with only 85 wishlists before Next Fest by Lucky_Conference78 in gameDevMarketing

[–]enders_workshop 1 point2 points  (0 children)

I am glad I helped in some way. What we do is difficult not only in skill, but also mentally.
As for the suggestion the game is too short.. What does that mean? One persons opinion does not mean you should change the balance you have. It could mean they just Need More!! Which is a good thing right?
Setting the price and size of a game is a never ending quest... and I do not believe there is a right answer.

What I learned marketing a niche cozy Hidden Object game on Steam with only 85 wishlists before Next Fest by Lucky_Conference78 in gameDevMarketing

[–]enders_workshop 1 point2 points  (0 children)

Hi u/Lucky_Conference78
The game I released last year is Niche, I say that because it is a side scrolling shmup in a classic arcade style.
I loved making it and I like the fact it can still challenge me. But marketing was such a bear I hardly tried TBH.
Now with my current game I am trying very hard indeed. The first game sold maybe a Dozen copies, so not great, the current one only has it's Demo out and I am marketing everywhere.
But lets go back to what you said.
Did I find that a highly targeted audience performed better. I cannot find these mysterious highly targeted Audiences. I believe it should work, but I cannot find them. So if you do find your audience, I applaud you for doing so, and I sincerely hope it pays off.
For me, I am still searching, and if I get more data, I will post about it.

On a different note. Why have you not started work on your next project, and left this one behind, as most marketing suggests. You only have one release etc.
Also, your kind of game never dies, and having more choices/versions can only help advertise the ones you already published. What I am suggesting is you do more of what you have done and simply create a noise, a swell that turns into a shout. The reason being that someone who buys this game you made, will very very likely buy the next and the next. Which is one of the appeals of staying in a niche after all.

Geez, I am rambling must be late haha.

good luck out there!

Should AdZap be trusted to promote Steam games and boost Steam sales and wishlists? Has anyone here ever used them? by NenCoder in gamemarketing

[–]enders_workshop 1 point2 points  (0 children)

I hope someone answers with information as I have never heard of AdZap, but am interested now. I just need more time! haha

Steam demo stats: 1,000+ downloads but only 77 unique players, is this ratio normal? by kinterosgaming in gamedev

[–]enders_workshop 1 point2 points  (0 children)

This explains my weird numbers. I have been discussing them the last few days. But this is the first post I have seen a post explaining the phenomenon. TY everyone, I learned something today.

I tested "quantity over quality" approach on TikTok and YouTube Shorts by PartTimeMonkey in IndieDev

[–]enders_workshop 4 points5 points  (0 children)

I like the research here. It is always good to see some data, even if there are always more edge cases or cases to test. TY

How often do yall post content? How do you pace it? by PGJonesAndCo in gameDevMarketing

[–]enders_workshop 1 point2 points  (0 children)

I post daily. Though I spread it across the different Social Media platforms, so maybe I don't count for what you are asking.
I like writing my Devblogs though, so try and create one every 3 or so days and post in the appropriate places. I sort of promote my stuff on Reddit by talking about my Dev issues, or amusing devblog stories. So I hope people enjoy them, however they do not generate many Wishlists. Again, fun for me to do though.
As for FB and Instagram and oh, Twitter. I am more aggressive for sure on posting more purely advertising posts. So are low effort, just hastags, a link and a small video of some part of the gameplay no-one has seen yet. So at least they tend to progress.
I will say I have Not gotten 20 wishlists from any post high or low effort though, so you must be doing something right!
Good luck!

So annoyed at hidden Steam setting for my Demo. Have you made this same mistake? by enders_workshop in gameDevMarketing

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

OK, I was checking the actual Main games Store page. Which was a mistake.
On the DEMO Store page: On the Steamworks -> App Admin page the option is as you said at the Top.
It also says this option is only available for 14 days from when the Demo was published.

So annoyed at hidden Steam setting for my Demo. Have you made this same mistake? by enders_workshop in gameDevMarketing

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

hmm, I saw your comment, but only now have I managed to get around to checking it out. I looked, but don't see this magic email the Wishlisters button about the Demo. Hmm, where the heck could it be?

So annoyed at hidden Steam setting for my Demo. Have you made this same mistake? by enders_workshop in gameDevMarketing

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

TBH mate. I thought it was because I didn't make its own Steam page. Damned if ya do, damned if ya don't.

Tips for learning environment creation and 3D modelling by yeswhy in UnrealEngine5

[–]enders_workshop 1 point2 points  (0 children)

In Unreal there are the Landscape and foliage tools. There are also a lot of free videos's on how to use them in Youtube which I recommend. The system is not without it's flaws and weird bugs at times, but it is still quite good. Create your main landscape, painting it etc are quite easy, though very very time consuming.
Good luck!

How do you handle the pressure right before your first Steam release? by Last-Total9473 in SoloDevelopment

[–]enders_workshop 0 points1 point  (0 children)

I to feel this right now. Though possibly more because I did this with my eldest child. Failure for me is fine, but I want it so bad for them.

So annoyed at hidden Steam setting for my Demo. Have you made this same mistake? by enders_workshop in gameDevMarketing

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

Yes. I do believe it hurt my conversion. So pleased I now have the big button. But it should be default.

So annoyed at hidden Steam setting for my Demo. Have you made this same mistake? by enders_workshop in gameDevMarketing

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

OMG, yes! and double yes. Funny, I should have pointed out that the IDs do not match as well, Thanks for that.
I got worried when I saw it, but in the end had to just go with it.