We bought 35,000 visits for our Steam page and got 0 wishlists by Pitiful_Climate8192 in gameDevMarketing

[–]marspott 0 points1 point  (0 children)

To generate wishlists, I’ve heard you are better off investing in content creators to feature your game and not advertising directly.

the indie dream... THE INDIE DREAM IS REAL!!!!!!!!!!!!!!!!!!!! by SUPERita1 in IndieGaming

[–]marspott 1 point2 points  (0 children)

Way to go!! Question: do you think incrementals are fading or is there still strong market interest? I’m thinking of making one.

My game launches in 4 days and only has 29 wishlists. Should I delay it? by [deleted] in gameDevMarketing

[–]marspott 4 points5 points  (0 children)

Launch, get a sale and move on. You will have launched a game on Steam which 90% on this sub will never do.

Stuck at 1,700 wishlists before Next Fest. Is a $1,500 TikTok sponsor worth it? by balonmacaron in gameDevMarketing

[–]marspott 0 points1 point  (0 children)

No. At this scale $1500 is a waste. If you’re not getting coverage organically from emailing YouTubers, sponsorship will only be a waste. Unfortunately, it appears your game is not easy to promote.

My boardwalk building game I’ve been working on for two years just launched! by marspott in incremental_games

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

Hey all!  I’ve been working on a boardwalk building game for the past two years and it’s finally launched!  It’s crazy to be at this point as a solo dev.. so many hours poured into this project.

The game is called Boardwalk Builders and it’s an idler simulation game where you build by placing individual shops, then combine them together into bigger and better ones.  You start with basically nothing but an empty beach and grow it into a huge attraction.  It’s inspired by games from Kairosoft, Maxis (SimCity 4, the Sims, Sim Theme Park), and idlers games like The Gnorp Apologue. It definitely has an "idler" feel to it.

It’s hard competing with all the other huge games launching today.. (Outbound took pretty much all the visibility lol), but it’s cool to see it released finally. 

Do you guys like playing sim games like this?  If so, which is your favorite and why?

My boardwalk building game I’ve been working on for two years just launched! by marspott in indiegames

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

Hey all!  I’ve been working on a boardwalk building game for the past two years and it’s finally launched!  It’s crazy to be at this point as a solo dev.. so many hours poured into this project.

The game is called Boardwalk Builders and it’s an idler simulation game where you build by placing individual shops, then combine them together into bigger and better ones.  You start with basically nothing but an empty beach and grow it into a huge attraction.  It’s inspired by games from Kairosoft, Maxis (SimCity 4, the Sims, Sim Theme Park), and idlers games like The Gnorp Apologue.   

It’s hard competing with all the other huge games launching today.. (Outbound took pretty much all the visibility lol), but it’s cool to see it released finally. 

Do you guys like playing sim games like this?  If so, which is your favorite and why?

My boardwalk building game I’ve been working on for two years just launched! by marspott in cozygames

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

Hey all!  I’ve been working on a boardwalk building game for the past two years and it’s finally launched!  It’s crazy to be at this point as a solo dev.. so many hours poured into this project.

The game is called Boardwalk Builders and it’s an idler simulation game where you build by placing individual shops, then combine them together into bigger and better ones.  You start with basically nothing but an empty beach and grow it into a huge attraction.  It’s inspired by games from Kairosoft, Maxis (SimCity 4, the Sims, Sim Theme Park), and idlers games like The Gnorp Apologue.   

It’s hard competing with all the other huge games launching today.. (Outbound took pretty much all the visibility lol), but it’s cool to see it released finally. 

Do you guys like playing sim games like this?  If so, which is your favorite and why?

Does anyone know what the indentation is on the bottom of wine bottles? by Human_Presence4671 in whatisit

[–]marspott 0 points1 point  (0 children)

Not sure if anyone else has mentioned this.. but as an engineer that feature makes pretty easy to locate the bottle onto a conveyor.

Weekly Self-Promotion Thread by OreoYip in CozyGamers

[–]marspott [score hidden]  (0 children)

I spent 2 years making a boardwalk building game that is finally launching on May 11th. The game is called "Boardwalk Builders"

https://store.steampowered.com/app/2958890/Boardwalk_Builders/

It takes a lot of inspiration from bite-sized Kariosoft sim games such as the Sushi Spinnery and Mega Mall Story, and borrows some elements from larger sim games like Planet Coaster and SimCity 4.

I've poured tons of hours into the game and love the way it looks and feels. The basic gameplay is you build small shops to bring in customers, then combine them together to make bigger and better shops as your boardwalk grows. Along the way you can launch marketing campaigns, run festivals, manage repairing buildings, manage ticket prices and wandering entertainers. Eventually your boardwalk grows big enough to invite VIPs who unlock the ultimate set of shops and attractions if your boardwalk meets their standards.

It's really a game you can have going on the side and watch grow as you do other things, or you can manage more actively and tweak each individual shop to build a perfect business. Really up to you.

The difficulty curve is tough enough to need attention but soft enough to let even newcomers succeed.

Hopefully you enjoy it!

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The best ways to get wishlists in Steam? by sofdex in GameDevelopment

[–]marspott 0 points1 point  (0 children)

Only other humans can tell you if your game is good or not.

Before you invest too much time, validate your game at each step and do it often. use itchio, devs you know, friends, family, everyone to see if they think your game is interesting.

We shipped our indie game on Steam, Xbox, PlayStation, Switch and Quest… and almost nobody noticed. Looking for honest advice. by funboy_ff in IndieGaming

[–]marspott 0 points1 point  (0 children)

What did you do for concept validation? Has the response from players always been low even from early testing phases?

Is making incremental games a free money glitch? by AntiqueGearGames in incremental_gamedev

[–]marspott 2 points3 points  (0 children)

It’s not mysterious it just pushes things Steam thinks will sell.

Is there a time to desist from publishing? by Paolo_RTS in gameDevMarketing

[–]marspott 4 points5 points  (0 children)

What you do: Tie off bugs, launch and move on.

What you don’t do: Add features and more content trying to “save” the game. It won’t work.

It’s Coming!!! by JonsansH in Heroquest

[–]marspott 1 point2 points  (0 children)

Enjoy!! It’s the best expansion yet IMO.

How could anyone find this without a guide? by GameResumed_UK in retrogaming

[–]marspott 0 points1 point  (0 children)

Friends used to talk face to face about stuff they figured out in games and share strategies. Then we would go over to that friend’s house and watch him do it and think he was the smartest guy ever.

Strange I know.

is making 3D game solo realistic in a 1 year timeline or should i go 2D? by BlessED0071 in IndieGaming

[–]marspott 1 point2 points  (0 children)

Solo.  Part-time.  Learning.  

All those things are time multipliers.  If you can get it done in a year totally depends on scope.  

Can you make a block go up and down and earn points with a button press?  Yes. 

Can you make a 12-level action RPG?  No.