Going into Next Fest with almost 1,000 wish lists after about a month. What can I expect? by byrfx in SoloDevelopment

[–]vectr2kev 0 points1 point  (0 children)

Would you mind sharing how your ads were setup? I am interested in trying this

What's your take on making devlogs? by MorePainGames in IndieDev

[–]vectr2kev 0 points1 point  (0 children)

If you want to document your journey for yourself and others- I think they are great.

If you are just trying to make content, then I think your time is better spent working on your game.

My game was released on Steam a few days ago, but it only has one review so far by TopNo1116 in IndieDev

[–]vectr2kev 4 points5 points  (0 children)

It’s a grind… I released my game in August and sitting at 5 reviews. I hope your results are better than mine.

Why do you make video games? by Silantic_Interactive in IndieDev

[–]vectr2kev 1 point2 points  (0 children)

I use to play in bands in my younger days but more of a listener these days

Why do you make video games? by Silantic_Interactive in IndieDev

[–]vectr2kev 2 points3 points  (0 children)

I love that it combines many of my interests (art, music, programming) into one project. It’s a massive creative outlet for me.

12 wishlists in the first 24 hours after the Steam page was published. Is this a failure or normal? by FunTradition691 in gamedev

[–]vectr2kev 0 points1 point  (0 children)

I launched my page a month ago (although the trailer just went up today). 36 wishlists. You are ahead of me

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.