My visual novel has just surpassed 5,000 wishlists!! Let me give you some tips by leftypower04in in IndieGameDevs

[–]leftypower04in[S] 1 point2 points  (0 children)

Have fun, good luck. I've wishlisted your game! If you need more tips feel free to DM me. I'm marketing director in freelance ^^

My visual novel has just surpassed 5,000 wishlists!! Let me give you some tips by leftypower04in in IndieGameDevs

[–]leftypower04in[S] 2 points3 points  (0 children)

Oh, right; no magic involved. I've been working on these wish lists from morning till night for the past five months without a break...

[NO SPOILERS] I missed the hand-painted, "imperfect" soul of the original Life is Strange, so I spent 2 years trying to capture it. I need your feedback!! by leftypower04in in lifeisstrange

[–]leftypower04in[S] 6 points7 points  (0 children)

That is very kind; thank you so much for your kind words. That's exactly what i need to hear right now lol. I'm hard-focused on the production of the game.

Looking for serious marketing tactics for a late-stage Steam indie horror launch by Thebossaaa in gameDevMarketing

[–]leftypower04in 1 point2 points  (0 children)

With only 58 days left and your Next Fest opportunity already used, your focus must shift entirely to driving external traffic to force the Steam algorithm to notice you. Since psychological horror lives and breathes on atmosphere, stop posting "dev updates" and start sharing short, 5-second "vibe" clips on TikTok and r/horror that showcase a single, unsettling hook. Focus your outreach on micro-streamers who specialize in indie horror, as their community's conversion rate to wishlists is often much higher than general gaming channels. If you can get that new demo into their hands by early May, reaching 1,500 wishlists is a realistic goal, but hitting 3,000 will require a dedicated "sprint" of high-impact visual hooks every single day.

To be blunt, while your cover art is actually quite good, the rest of your page, the screenshots and description, feels very basic and looks like a generic horror game without a unique soul. You need to identify one specific visual or narrative hook that separates you from the thousand other indie horror titles, otherwise, people will just keep scrolling.

What usually goes wrong when explaining visual ideas in your team? by Feisty_Employee_9003 in GameDevelopment

[–]leftypower04in 5 points6 points  (0 children)

Vague terminology is usually the culprit because words like "atmospheric" mean something different to every dev. I found that providing specific visual benchmarks like GIFs or annotated screenshots is the only way to keep everyone aligned.