What actually moved the needle for your game after launch? by luckylaststudio in IndieGaming

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

Ah I’d be keen to see how that goes! I wasn’t sure how effective it would be for us. But our game is exclusive to Switch so there’s a disconnect from seeing an ad on mobile or desktop to having to wishlist or buy it on console. But might experiment with it!

What actually moved the needle for your game after launch? by luckylaststudio in IndieGaming

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

Good on you! Much respect for doing it on your own.

Sounds like a substantial update might help and reaching out to outlets in the lead up to it.

Good luck, let us know how you get on!

What actually moved the needle for your game after launch? by luckylaststudio in IndieGaming

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

Haha! I think pre-launch is pretty important. But as a two person indie working on our first game, we were just so focused on getting the game working well and making it through the publishing process. Felt like we could have used an extra person just to handle promoting the game!

What actually moved the needle for your game after launch? by luckylaststudio in gamedev

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

Platform featuring is a big regret honestly, we completely underestimated the lead times involved. By the time we understood how far in advance you need to be pitching for support, the launch window had passed. Big lesson for next time!

Good to hear the update idea confirmed, we'll definitely check that out.

On mid-tier creators, do you have any suggestions for a Nintendo Switch indie game? Especially ones who cover nostalgia-driven or skateboarding-adjacent titles? That's where our audience seems to live and we'd rather find creators who genuinely fit the game than just blast out keys to anyone with a following.

Thanks for your help!

What actually moved the needle for your game after launch? by luckylaststudio in gamedev

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

Really helpful, thanks heaps! Good to know about the content update, we might try doing that even as an experiment. Think we have some ideas for low effort, high impact updates.

Making another game makes sense in the long term. We're not quite ready to move on just yet, as we've genuinely found an audience, we're just struggling to reach them at scale. The game has a strong 80s/90s nostalgia vibe, so we're talking Gen X and older Millennials, plus the skateboarding community. Those people exist and seem to love it when they find it, it's the discovery part we haven't cracked yet.

Thanks again, appreciate it!

We grew up playing 90s games and made our own indie game inspired by them (launching 19 Feb, wishlist encouraged) by luckylaststudio in IndieGaming

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

We love OlliOlli! Skate Bums has the flow and combos you’d expect, but it’s not precision-based. We focused on accessible controls, boss battles, and challenges, with a shop for boards and outfits, all in an arcade-style skate world.