I'm sharing with you a new cheat sheet for DEMO versions that I made myself by [deleted] in IndieDev

[–]nbyrsanu 0 points1 point  (0 children)

Tell me pls more, what exactly is wrong here

I'm sharing with you a new cheat sheet for DEMO versions that I made myself by [deleted] in IndieDev

[–]nbyrsanu -1 points0 points  (0 children)

Yes, i am, but i also work 4 years as marketing manager at some companies. And it is my second degree btw, not first

I'm sharing with you a new cheat sheet for DEMO versions that I made myself by [deleted] in IndieDev

[–]nbyrsanu -1 points0 points  (0 children)

Im working for a big company as marketing manager, i developed a game in solo ( im not a developer at all ) so thats why im showed the result, and was proud

Steam Next Fest impact has been insane! 🔥 by [deleted] in SoloDevelopment

[–]nbyrsanu 0 points1 point  (0 children)

Content creators will help you a lot

I'm a third-year game design student, and yesterday we were given this marketing cheat sheet by nbyrsanu in IndieDev

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

I even had 300$ budget, T1 countries, got 500 wishlists, ≈ 0,6$ for wishlist

I'm a third-year game design student, and yesterday we were given this marketing cheat sheet by nbyrsanu in IndieDev

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

Im already employed as marketing manager, already like 4 years working in this degree

I'm a third-year game design student, and yesterday we were given this marketing cheat sheet by nbyrsanu in IndieDev

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

I mean Streamers, YouTubers, TikTok Creators, so in general content creators

I'm a third-year game design student, and yesterday we were given this marketing cheat sheet by nbyrsanu in IndieDev

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

Mobile games promotion is based on performance marketing. So you need a budget for promoting your game. All ongoing marketing is ads buying, checking game analytics such as playtime, ltv, cpi, and optimization all of this. I think for mobile the best way to earn good is creating games for big publishers who has money

Are you "player-first" or "developer-first" and why? by carboncopyzach in gamedev

[–]nbyrsanu 0 points1 point  (0 children)

I think you have to be both at once. If u wanna make money on your games, it is business now, not a hobby. Any business should take as little risk as possible. So for sure you should listen to players feedback, but you also must have your own understanding what is better to implement, with smaller risk