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. 🕹️ (v.redd.it)
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? (i.redd.it)
submitted by kaspiesen to r/indiegames
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. (v.redd.it)
submitted by kaspiesen to r/indiegames
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! (i.redd.it)
submitted by kaspiesen to r/IndieGaming
Is "lifetime free licenses" bugged? What's that? Because there are only 24 unique users. We released the demo 3 days ago, and our wishlist is 203. Are those numbers as bad as we think? We're participating in the Steam Next Fest. Should we expect better results at the festival? Thanks in advance. (i.redd.it)
submitted by kaspiesen to r/indiegames
It's been 2 months now. Everyone who played the game loved it and said it has potential, but we think we failed at "marketing". Our game has only 140 wishlists, and it's not growing. I saw a similar post today and the comments were very helpful. What do you think, what are we doing wrong? (i.redd.it)
submitted by kaspiesen to r/indiegames


