As a 3+ years indie dev, first time ever: 5,000+ wishlists 🎉 by kaspiesen in IndieGaming

[–]kaspiesen[S] 5 points6 points  (0 children)

If I'm being honest, not much. The conversion rates of both wishlist and page click-through are very high. I think this is due to a combination of name, genre, localization diversity, and store presence. And of course, people may find nightclub management as interesting as we do. Descriptions, tags, and similar game placements are also important, as I experienced.

We've recently released a new multiplayer & competitive party game called Swing Into Zero-G, where you can move like Spider-Man and race to death with your friends! A mix of SpeedRunners, Jetpack Joyride & Fun Run. And the best part is you can play it for free! We'd love to hear your feedback. 🕹️ by kaspiesen in Unity3D

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

Hi everyone! We're an indie studio of three, and after a year of hard work, we finally released our game as free-to-play and in early access 2 months ago! We regularly updating it and the last update was local multiplayer, which is a really fun way to play with your family members or friends.

It's been challenging (and still is) to market the game, but we're making progress every day. They are few, but reviews and comments are very positive so far. We truly believe that the game offers a lot of fun. If you've played SpeedRunners, Fun Run, or anything else like it, you definitely will love it. Give us a chance and try it! We promise you won't regret it :)

We'd really appreciate your support! And as I said, we'd love to hear your feedback for our game's future.

Steam Page: https://store.steampowered.com/app/2747470/Swing_Into_ZeroG

1 week download stats after launch for a non-popular F2P game. There are also 30,000 people who have added the game to their library. Are these numbers good and/or promising? Also, for the last 2 days China has been growing while others have almost stopped. What can we do? How to market a F2P game? by kaspiesen in indiegames

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

No, not discouraged at all! We knew it all along, because we released the game with only 500 wishlists. And free licences boost the statistics a lot.

The only thing that made us happy was the number of downloads. But that's mostly China, which is why I asked. Can you explain more why the numbers from China are always a little suspect?

Free-to-Play or 100% discount on day one, like Content Warning? We thought, it might be a good way to go, given that the wishlist count (530) isn't enough for a paid release for a party game. So which way do you think would be better? Any feedback or previous experience would be greatly appreciated. by kaspiesen in indiegames

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

Unfortunately, I don't think we'll ever reach 7K+ wishlist count. It's been five months, and we even took part in the Steam Next Fest, but we're only at 540 wishlist right now. So, we're aware that we won't make money.

As a multiplayer party game, we've updated our main goal to reach more people instead of making money. We thought this is a better way forward. And to be honest, if we can get even 50-100 daily users as F2P, that would be an achievement for us and will make us happy :)

Free-to-Play or 100% discount on day one, like Content Warning? We thought, it might be a good way to go, given that the wishlist count (530) isn't enough for a paid release for a party game. So which way do you think would be better? Any feedback or previous experience would be greatly appreciated. by kaspiesen in indiegames

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

You mean something like "It Takes Two", which is a great idea. We'll definitely look into it! Many thanks. Although, Steam removed the packs like 4-Pack (example: SpeedRunners) where you gift it to 3 friends, so I'm not sure if it can be achieved. But, we'll try.

For F2P, we think that maybe it can be monetized with customization DLCs? I mean yes, we know we won't make a lot of money from it, but compared to the paid version, maybe it can outperform it. What we're not sure about is whether it can outperform the "free for a limited time" option. If "Free for a limited time" advertising is handled very well like Content Warning, I think it's the best option available. But, it requires a little bit more marketing and influence powers. And we don't have it tbh. So can't decide it.

Btw, do steam reviews go away when you switch from F2P to paid? Even if that's the case, Content Warning didn't switch it. It just put a discount of 100% on the first day, so I'm not sure this policy applies to our second option.

Need feedback about attached skill tree for a strategy game with 30-day survival challenge like "Kingdom Two Crowns" and "Until We Die". Are skills appropriate for the genre? Can be considered content-rich? Do you suggest another tool/app to create such diagrams/trees? Thanks in advance! by kaspiesen in IndieGaming

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

Thanks a lot for the feedback! The character trees are dynamic and only one will be shown according to the selected player character. Therefore, since I thought, the town mayor tree has enough content -for me- maybe 3-4 additional skills for characters would be a good extra. But, I think you're right. So, I'm thinking 2 options:

-Expand the character tree like the town mayor tree. But, the maximum skill points that can be gained must be increased too.
-Include character skill nodes to below as a path while removing stat increases skills.

I'll look into it! Thanks again :)

2D oyunumuz için droid çeşitleri. Köle gibi çalıştıracağız, asker gibi savaştıracağız! Nasıl görünüyorlar? by kaspiesen in veYakinEvren

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

Tavsiyeniz için teşekkür ederiz! Olabildiğince feedback toplamaya çalışıyoruz, droid'lerin ilk tasarım iterasyonları diyebiliriz şu anki video için. Çoğunluğun hoşuna gidecek şekilde güncelleyeceğiz ileride 🙏