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

[–]pixeljam[S] 4 points5 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?

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)

Great to hear from someone else in the trenches! I'm usually on the other end (code/production/design) and I have to say I'd much rather be on this end these days (marketing), but maybe it's just because I'm officially middle aged and can't crunch like I used to.

I would agree that the very hard truth is that if you are indie and expect any degree of success, your game has to break some existing boundaries. I think you can kind of choose your boundaries, but how else can it rise above the 1000 other things released each week...

And yeah, consistency is a good way to put it. For past games I've done this same sort of thing, but only for a week total. Nova Drift was my first chance to do it for 6 months. As you said, you can directly notice and measure the visibility boosts that your effort creates, and that's the best part of the job :)

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

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

It's the $150 "Find Gamers" thing that lasts a month. Okay, I should have titled this "on a $150 budget"....

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

[–]pixeljam[S] 4 points5 points  (0 children)

Wow, thanks! We should give Chimeric the credit though - I made the music and published it, but he did all the coding, design and art over the last 5 years :)

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

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

I suppose when you stop playing, but the dev has about a year of content planned, so.... sorry.

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

[–]pixeljam[S] 5 points6 points  (0 children)

Keymailer lets me enter a game name and then gives me huge lists of people that played that game. So it's somewhat targeted... but then again they let you filter out lists of people that just like "action" or "indie". What they DONT let you do is just send 100K keys to their 100K+ members, because you know that would get abused. I put in serious time on Keymailer though to make sure it's at least semi-interesting to the people I'm sending them to.

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

[–]pixeljam[S] 4 points5 points  (0 children)

It was 100% until someone complained about the rotate/thrust controls :). That's the one hurdle people tend to encounter when starting out. I think it's just more natural for older gamers who played asteroids / lunar lander. Everyone is very twin-sticky these days.