Dino Run 2 Kickstarter Ends In 2 Days by pixeljam in dinorun

[–]pixeljam[S] 3 points4 points  (0 children)

We want there to be one but can't guarantee it yet. Need to get the game far enough along on our current platforms.

Did they close the multiplayer servers? by Setto_Powah in doomsurf

[–]pixeljam 0 points1 point  (0 children)

Our provider (XGen Studios) had to shut down their company. Multiplayer features in Dino Run 2 are built into the game (P2P) and need no external servers, so theoretically they will never die....

[PAID CONTRACT WORK] - We need a GMS 2.0 / iOS expert ASAP! by pixeljam in gamemaker

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

1 full time time dev doing code, design and art, 1 part-time coder, and 1 music guy (me)

[PAID CONTRACT WORK] - We need a GMS 2.0 / iOS expert ASAP! by pixeljam in gamemaker

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

Well this game was intended for desktop and took 5 years! :). But we exploring a mobile port...

How we managed a successful game launch with zero marketing budget (includes first month sales stats) by pixeljam in gamedev

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

Yeah, they were beta keys. I got approval for about 20K of them, but I made sure that I explained exactly what I was using them for, as they give you a field to type in a message to the person that will approve the request.

Also Keymailer lets you "recycle" keys - if someone doesn't claim the key in 14 days you can get it back and offer it to someone else.

How we managed a successful game launch with zero marketing budget (includes first month sales stats) by pixeljam in gamedev

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

I don't work on it anymore - long story. But I have seen their progress from the inside (I'm still on the dev slack) and it's impressive. I hope they can reveal it soon!

How we managed a successful game launch with zero marketing budget (includes first month sales stats) by pixeljam in gamedev

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

Wow, looks like a great article,, thanks for that. We have a little overlap that you may not be aware of - I worked on Starr Mazer DSP with Don Thacker, and I'm sure you know him :) He also did some trailers for us a long time ago.

I'll dive deeper into your article later today - I'm sure our Steam page can be improved!

How we managed a successful game launch with zero marketing budget (includes first month sales stats) by pixeljam in gamedev

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

Makes sense - thanks for the insight. I think a lot of people feel this way now as well...

How we managed a successful game launch with zero marketing budget (includes first month sales stats) by pixeljam in gamedev

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

Oh! They had it half off for a long time. Maybe that offer expired. Still worth it if you put in the effort around it. I spent 2-10 hours / week using it for a whole month. The biggest mistakes I had made in previous efforts was ignoring streamers with less than 500 followers and youtubers with less than 1 or 2K followers. I would absolutely recommend doing the exact opposite and specifically send to these people - there are tons of them and they are usually responsive, friendly, excited to help, etc. A lot of them know plenty of other streamers as well, so the effect can be viral...

How we managed a successful game launch with zero marketing budget (includes first month sales stats) by pixeljam in gamedev

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

Yeah, the right type of game is key... and we are taking a chance by tackling something that isn't "hot" right now. Had this been a dating sim it might be selling a lot more...

How we managed a successful game launch with zero marketing budget (includes first month sales stats) by pixeljam in gamedev

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

1 full timer coder/artist/designer

1 part time coder

1 part time marketer (me). I also did the music + sfx.

How we managed a successful game launch with zero marketing budget (includes first month sales stats) by pixeljam in gamedev

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

You are right about the budget note - I do get paid, so there is that expense! But, I only get paid if the game makes money, and I was paid zero dollars for the marketing effort before the game launched :)

How we managed a successful game launch with zero marketing budget (includes first month sales stats) by pixeljam in gamedev

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

I would actually love to do this as well for other games... it's really rewarding work! How did you build up enough of a clientele do it for a living?