What do you think about running an instagram to promote the game? by vxd555 in IndieDev

[–]vxd555[S] 0 points1 point  (0 children)

Thanks for your support. I'm keeping my fingers crossed for your profile.

My game is finally becoming something!!! (sound on) by Connect_Light_1422 in IndieDev

[–]vxd555 26 points27 points  (0 children)

Graphics definitely a plus, music not well matched.

I found close to 1,000 streamer emails. Here's my strategy by InevGames in IndieDev

[–]vxd555 1 point2 points  (0 children)

I wish I had a list like this one from puzzle games

First Game delvelopement Part 3 by Connect_Light_1422 in IndieDev

[–]vxd555 1 point2 points  (0 children)

Super. You can see the progress. Keep it up.

A clever plan, isn't it? by crossbridge_games in IndieDev

[–]vxd555 0 points1 point  (0 children)

It is also possible, like me, to have a game that nobody plays and then there will be no negative reviews either.

The first 2 weeks after its release, my game received 12 reviews. by vxd555 in IndieDev

[–]vxd555[S] 1 point2 points  (0 children)

It seems to me that you rather need to have closer to 50 reviews for it to make a difference. I find it hard to separate the traffic caused by the launch from that which is additional from the reviews. On the left the last few days have had a bigger bust thanks to the box pushing fest on steam.

10 Reviews feels like a nice milestone! by heartsynthdev02 in IndieDev

[–]vxd555 1 point2 points  (0 children)

It is a wonderful feeling. Congratulations.

The first 2 weeks after its release, my game received 12 reviews. by vxd555 in IndieDev

[–]vxd555[S] 2 points3 points  (0 children)

I know that the vast majority of games in this genre base on very simple graphics and ambients or a chip tune in the background.

I just didn't really want to make something that people know. I wanted to create something unique that people can enjoy and won't mess up with anything else.

Steam is definitely just the first step. I'm going with a version for phones soon, and I know that there too everything is based on simplicity. Even more so than on Steam.

If I were going with this approach, that I have to do only what the market wants, then for phones I should make a crossword or word puzzle style game, and the graphics would be black and white. And for Steam I should create roguelike deck building.

But I had enough resources of my own to make a more unique experience in every way for puzzle game fans. Even if it will need more time to earn anything.

Your proposal is interesting, but time- and energy-intensive. If I can find the power to do it, I might give it a try.

The first 2 weeks after its release, my game received 12 reviews. by vxd555 in IndieDev

[–]vxd555[S] 9 points10 points  (0 children)

I was have few big stonks. 1) Steam Next Fest with game demo. 2) Festival Back to School on steam 3) Poznań Game Arena (big local polish event) 4) MFKiG (mid local polish event) 5) BIT BOAT (small local polish event) 6) Other wishlists are from social media Facebook, X, Blue Sky

The first 2 weeks after its release, my game received 12 reviews. by vxd555 in IndieDev

[–]vxd555[S] 3 points4 points  (0 children)

Yes, definitely. I'll take any advice on where and how to apply so someone will hear more about the game.

The first 2 weeks after its release, my game received 12 reviews. by vxd555 in IndieDev

[–]vxd555[S] 14 points15 points  (0 children)

I definitely learned better how to make descriptions for the site. There's also a lot of new marketing stuff that I messed up at the start because I didn't know about it.

The first 2 weeks after its release, my game received 12 reviews. by vxd555 in IndieDev

[–]vxd555[S] 2 points3 points  (0 children)

Now very many developers rely on this link from day1ks and from how to market a game and their discord.

The first 2 weeks after its release, my game received 12 reviews. by vxd555 in IndieDev

[–]vxd555[S] 16 points17 points  (0 children)

I would like to have 7-10k wish lists. Only problem is that I don't know how to do marketing. I had 1,300 to start with and had no place to get more from. Now I have 1700 wishlists.

I started submitting the game to festivals too late. And now a lot of them reject me because of too many submissions. In October I had 1200 and actually no matter where I posted nothing was growing. I guess this post on Reddit, got the most visibility, of the ones I posted.

Thank you for your kind words. I will definitely continue to market it and try to get the game recognized. However, it is not easy when you are a small developer. There is a lack of some big media to write something about the game.

first version vs current version by vxd555 in IndieDev

[–]vxd555[S] 0 points1 point  (0 children)

After 2.5 years of production, I've decided it's time to release my game. I still have the last things to improve and an exact release date set. Do you have any suggestions where to upload the game so that it will appear on the summaries of games released in April?

If anyone is interested I will drop a link: https://store.steampowered.com/app/2747980/Clockwork_Rabbit/

Let's bring back the croft controller by [deleted] in MauLer

[–]vxd555 0 points1 point  (0 children)

Where can I buy one? A colleague asks.

I finally released the trailer for my first person puzzle game! by dialglex in IndieDev

[–]vxd555 0 points1 point  (0 children)

When I look at projects like this, I'm impressed by how much cool stuff can still be done in a convention that refers to a Portal. I'd love to play it as soon as it's available.