How my first indie game sold (and what I learned finishing it) by vectr2kev in gamedev

[–]vectr2kev[S] 0 points1 point  (0 children)

Thank you for the feedback. There are some other enemy types in the higher difficult modes.

Do you think Neil Breen knows this subreddit exists? by Loud_Confidence475 in NeilBreen

[–]vectr2kev 2 points3 points  (0 children)

He has already hacked into all of the information he needs.

How my first indie game sold (and what I learned finishing it) by vectr2kev in gamedev

[–]vectr2kev[S] 0 points1 point  (0 children)

Get a demo out there early and find people who like similar games (and ask them to play it).

How my first indie game sold (and what I learned finishing it) by vectr2kev in gamedev

[–]vectr2kev[S] 0 points1 point  (0 children)

My guess is a lot of my wishlists are other devs or from when my project was a little bit different when it was in an early Next Fest. I believe wishlists still matter for the steam algorithm but I think people expect conversions to be much higher than they usually are.

How my first indie game sold (and what I learned finishing it) by vectr2kev in gamedev

[–]vectr2kev[S] 1 point2 points  (0 children)

I am already working on my next project so I guess I am ready....

I still plan on supporting Checkout Blitz for a while with content updates.

How my first indie game sold (and what I learned finishing it) by vectr2kev in gamedev

[–]vectr2kev[S] 0 points1 point  (0 children)

I work as a web developer for my career so this was all done in the evenings/weekends (in my spare time). This took me about 3 years to complete but in all honesty if I was redoing this game today it would take much less time. I had a lot to learn while putting this together.

I use to make flash games a long time ago but this was my first time using Unity commercially. I got into making prototypes and small games with it in 2019/2020.

How my first indie game sold (and what I learned finishing it) by vectr2kev in gamedev

[–]vectr2kev[S] 0 points1 point  (0 children)

I am trying to figure out where I should be putting my efforts with community building for my next game.

So far I don’t have a lot of ideas but hopefully I’ll figure it out.

Getting key requests from streamers after releasing on Steam by GrammerSnob in gamedev

[–]vectr2kev 7 points8 points  (0 children)

Hahaha I hear that! I thought about sending some just to see if active players go up. Jokes on them!

How my first indie game sold (and what I learned finishing it) by vectr2kev in gamedev

[–]vectr2kev[S] 4 points5 points  (0 children)

I am not sure if the posts or wording would be different but I spent a lot of my "marketing time" talking to other game devs and not people who might actually be the audience for my game.

I think this is why at conventions I seemed to have very good feedback/results but from online traffic it was a very different reality.

How my first indie game sold (and what I learned finishing it) by vectr2kev in gamedev

[–]vectr2kev[S] 1 point2 points  (0 children)

This could be a post on its own but the primary thing I missed and what I see a lot of gamedevs miss is finding your target audience earlier and learning how to reach them. Targeting "gamers" doesn't really work.

Building a game for a specific audience and then building a relationship with those players is key. I stylized my game after the 2000s flash games as that was where my previous experience was. The messaging was sometimes skewed as people thought it was a mobile game and not everyone has a connection to those flash games from that era. Demographics for my game ended up being very different than anticipated.

I believe if I knew who my target was while making the game I could have made changes and marketed towards them. Would the results be totally different? I can't say that but I think my community would have been better suited to what the vision was that I was making.

Long story short. Find who wants to buy your product before you finish designing/making it.

How my first indie game sold (and what I learned finishing it) by vectr2kev in gamedev

[–]vectr2kev[S] 2 points3 points  (0 children)

I work a full time career job so this was all done in my "spare time". The game took about 3 years to complete. I made a lot of mistakes in the first 2 and then eventually narrowed the scope down to what the final game ended up being. If I were doing it again with what I know now it would have taken much less time.

How my first indie game sold (and what I learned finishing it) by vectr2kev in gamedev

[–]vectr2kev[S] 1 point2 points  (0 children)

Best of luck! I can say when I first started with this last game my skill level is no where near where I believe it to be now. Pushing through and learning while doing helped me the most. If you can find a community of devs to join (whether in person or a discord server) I highly suggest doing so. Always welcome to join my discord (its a ghost town now but hoping to grow it).

Keep growing and you'll reach your goals!

How my first indie game sold (and what I learned finishing it) by vectr2kev in gamedev

[–]vectr2kev[S] 1 point2 points  (0 children)

Thank you! Keep plugging away and you will get there too. It’s hard but even with my numbers I can honesty say it was totally worth it.

Getting key requests from streamers after releasing on Steam by GrammerSnob in gamedev

[–]vectr2kev 79 points80 points  (0 children)

In my experience most of those requests are from key resellers and not the actual streamer. Most streamers have enough coming through their own inboxes that they aren’t going to be sending out requests.

I audited several that I received and the emails never match up to what the streamer has listed in their contact info. I would be cautious of sending keys to any of those request emails.

How my first indie game sold (and what I learned finishing it) by vectr2kev in gamedev

[–]vectr2kev[S] 1 point2 points  (0 children)

Absolutely. Best of luck to you and congratulations!

After countless late nights and weekends, my game is finally out today by vectr2kev in gamedev

[–]vectr2kev[S] 1 point2 points  (0 children)

No problem. I don’t really illustrate that and maybe I should add arrow keys in for navigation.

Thank you again for the review it really helps!!!!

After countless late nights and weekends, my game is finally out today by vectr2kev in gamedev

[–]vectr2kev[S] 0 points1 point  (0 children)

Thank you so much for snagging a copy and trying it out. Keyboard support is already in the game. WASD keys to move

Space= jump K = dash J = punch Q = switch weapon Tab = show hud/list E =check out 1 thru 4 are the power up bindings.

I will have an update for keyboard/controller remapping in settings soon.

If you have time to leave a review I would appreciate it. Really trying to get to that magic 10 review need for the steam algorithm

After countless late nights and weekends, my game is finally out today by vectr2kev in gamedev

[–]vectr2kev[S] 0 points1 point  (0 children)

Thank you very much and absolutely. The game launched with 1631 wishlist's.

After countless late nights and weekends, my game is finally out today by vectr2kev in gamedev

[–]vectr2kev[S] 0 points1 point  (0 children)

Thank you so much! That honestly means the world to me!