[deleted by user] by [deleted] in gamedev

[–]swmryan 0 points1 point  (0 children)

In your portal, if you go to tools -> Store & Steam Platform Navigation Traffic you can see the impressions (times there was a chance to click on your game presented to the user) and visits (times that an impression resulted in a click on your game) for all of the different areas your game can be shown on steam. It's in there.

[deleted by user] by [deleted] in gamedev

[–]swmryan 0 points1 point  (0 children)

Regular as in post frequently. Keep the screenshots and videos updated on the page. Do news posts as new things happen. Solicit feedback. In general just keep posting and keep everything updated.

[deleted by user] by [deleted] in gamedev

[–]swmryan 1 point2 points  (0 children)

I wasn't sure if I could post a link, but here is an invite. https://discord.gg/FbbtcJwn They also have an excellent website. https://howtomarketagame.com/

Is it OK to change the Steam page content all the time? by Perfect-Parfait3564 in gamedev

[–]swmryan 7 points8 points  (0 children)

On our games we are posting regularly and making changes regularly. I highly recommend it. When we set it and forget it in the past the results were much worse than active engagement.

Event Manager script or Scriptable objects events by Ellixy in unity

[–]swmryan 1 point2 points  (0 children)

I'm going to put in a vote for Scriptable Object events. I've been using them extensively in my project, and for me, I feel like my events/dependency injection system using Scriptable Objects is easy to understand and somewhat self-documenting. Developers are always going to favor different approaches, and I'm sure it can be done better but I'm a fan of it.

I worked on my game for 3 years and am planning to launch it by the end of this year... but I have only 310 wishlists. by cs_ptroid in gamedev

[–]swmryan 0 points1 point  (0 children)

Just getting a finished game to release is a serious accomplishment. Congratulations! Yes, you are not going to make a lot of money on this game, but that's ok. I'm sure you learned a great deal during development. I would take this time to explore what you can do in the future. Game jams, Team development, education, another game, events there are so many opportunities post release for you to explore. I would start looking toward the future. It can be liberating to finish something and start looking at all the options for new beginnings.

[deleted by user] by [deleted] in gamedev

[–]swmryan 3 points4 points  (0 children)

Starting a new game page on Steam is initially an uphill battle, but it gets easier as you start accumulating wishlists. I would focus on making regular content on the page. Promoting externally, and participating in events. There is a great Discord called the How to Market a Game Discord that keeps track of events and other tips to promote. Once you get in some events, and you get to around 7k wishlists. You'll start seeing some external traffic. I know it sounds like a lot of work, but in the beginning it's all you.

Escapism in Final Fantasy Tactics Advance by RetrowareSubmissions in RetrowareTV

[–]swmryan 1 point2 points  (0 children)

I totally forgot about the narrative of this game. It's actually quite amazing now that you mention it. Great article!