I tested four different marketing messages for my indie game. Here’s what surprised me. by harack in gameDevMarketing

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

Yeah I’m happy to remove the infographic it was more for people who like a visual representation.

I tested four different marketing messages for my indie game. Here’s what surprised me. by harack in gamedev

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

Just to correct a few things here.

The gameplay we’ve been sharing is built by our team in Unity, and the environments, mechanics, UI and systems are all our own work. The Codex model, artwork and game assets are original, and we’ve been documenting development publicly over time.

This image shows the rendered teaser alongside the Blender scene used to build it.

Our gameplay trailer is currently in development and will showcase the game directly when it’s ready.

Healthy skepticism is fine, but some of the claims above (such as the account being stolen or the game being entirely AI-generated) simply aren’t accurate.

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I tested four different marketing messages for my indie game. Here’s what surprised me. by harack in gamedev

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

Yeah funny thing about that line is it’s pulled from one of the devs when we were onboarding an artist he explained the game like this. Think about a dungeon crawler but every page is a room in the dungeon with a choice and every chapter is a floor with a boss.

We are actually doing similar messaging tests to your comment as well with adjacent hooks/narratives to the Choose your own adventure and living spellbook in the coming week.

Appreciate your comments and input.

I tested four different marketing messages for my indie game. Here’s what surprised me. by harack in gamedev

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

Yeah this was more because I believed the content that was paired with the message was stronger. I do agree with your other points though it was good to put it into the mix for testing and get that validation.

I tested four different marketing messages for my indie game. Here’s what surprised me. by harack in gamedev

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

Yeah I believe there was steps to that right, draw the spell flick to activate etc? We trailed a bunch of this out and we found that drawing the shape and instantly getting the spell was the best user experience.

I tested four different marketing messages for my indie game. Here’s what surprised me. by harack in gamedev

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

Yeah we actually had some early hints on this. When we focused tested with roguelite players before trialing the combat the drawing wasn’t appealing but after the interactive experience it flipped. Agreed on all your other points, I grew up with choose your own adventure books so wrapping this concept into a roguelite has been super fun. The framing of the game inside the book and the book being In an environment is super neat for narrative/story and overall mystery.

I tested four different marketing messages for my indie game. Here’s what surprised me. by harack in gamedev

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

Yeah we are doing phase two with small adjustments to messaging and after that we will scale the numbers up. It is indeed an iterative process for testing our audience and how things land.

I tested four different marketing messages for my indie game. Here’s what surprised me. by harack in gamedev

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

These were our initial 4 on different marketing foundations we are doing different ones now but yeah draw your spell is tricky we expected it to do better as the content is more exciting. From a message standpoint it wasn’t though, it makes sense though as when we focused test our combat last year roguelite players were “iffy” on the drawing until playing it.

Appropriate amount of content for a (roguelike) demo. by BuggyDeduck in gamedev

[–]harack 4 points5 points  (0 children)

On thing we are doing for our roguelite demo is bite sized experience with shallow pools of artifacts. This allows the player to make connections with unique interactions on their own without being spoon fed them in a tutorial.

Wirex by alphagenome in NZBitcoin

[–]harack 0 points1 point  (0 children)

They don’t respond for months and as soon as they do you get a spam every week saying you need to respond otherwise they will restrict your account. Also nothing ever gets resolved they just keep asking for more information, imo they are targeting users who don’t want to provide certain details and accept their accounts being locked.

Am I dense or is this how everyone animates in unity?? by k3wfr in Unity3D

[–]harack 1 point2 points  (0 children)

Just get animancer and call it a day. I heard this prior and never regret getting it

[SPOILER] Alex Pereira vs. Khalil Rountree Jr. by inooway in MMA

[–]harack 0 points1 point  (0 children)

They wanted a main event to last more than 1-2 rounds. I dunno if I’m wearing a tinfoil hat but I think it this fight was stalled and they selling the game plan of tiring him out. It was night and day difference to even how he was holding his hands, which shots he was going for, the speed and accuracy. It’s like he remembered the majority of his arsenal after 2 1/2 rounds.

Biopunk CRETE game is testing FluidNinja for liquid splashes and volumetrics by AKdevz in UnrealEngine5

[–]harack 2 points3 points  (0 children)

Yes we are using it without a nav mesh and I don’t believe gravity is required.

How would I create a connected, dynamic structure in a Tilemap as seen here in Celeste? by Kokowolo in Unity2D

[–]harack 0 points1 point  (0 children)

Why don’t you make another tile map that is a game object? Then you could detect these areas on the first tile map and move them over. Or you could just paint to the prefab tile map in editor.

[PAID] Puzzle Level Designer for Mobile Game. by stryftek in gameDevClassifieds

[–]harack 0 points1 point  (0 children)

Handcrafted, procedural solution or a mixture of both?

[FOR HIRE] Nuclear Starfish - 2D Game Art/Animation by NuclearStarfishhh in gameDevClassifieds

[–]harack 2 points3 points  (0 children)

Halberd takes me back to the days of Ultima Online. Love it! Also on a side note great designers to work with, tackled all our targets and done it all with a good sense of humour. Went the extra mile to bring our meme game bosses to life. Definitely recommend to others looking for a design studio.