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Halloween Sale: our experiences and perspectives

Blood Countess
A browser game made in HTML5

Hello! Thank you for being here.

The Halloween sale is over, so we want to share with you what we learned from it!

First we need to answer, why release it now? Isn't it too early?

Yes, it's early, so we released it as early access and didn't promote it anywhere. This was also a way to experiment with the internal user traffic in Itch.io.

Our goal with that was to acquire some experience on how to market the game, how sales work, what tools we need, what kind of response we can expect. And since Blood Countess fits the Halloween theme so well, this sale was a great opportunity to learn. So we put it out there without any expectations, just to learn the process.

At first, we didn't feel like releasing the game just yet, because there are still a few features we need to finish before the game reaches the Beta phase.

But, Blood Countess has received great feedback from game developers and players alike, and most improvements and features people asked for were either ready and released on the next update, or were already on our feature roadmap. That gave us more confidence, because we were able to foresee those things and plan accordingly. It also means that the collective vision we've built for the game, both amongst ourselves and with the community, is well-defined. So it felt acceptable to release an early access version.

And it was awesome! We didn't expect much other than learning, but even without any promotion and still under development, we sold a few copies.

So we'd like to say a big THANK YOU to everyone that enjoys our work!

There's still much to come and lots to improve, so stick around, tell us what you think of the game and what would you like to see in it. That helps us prioritize what we need to deliver on the coming updates.

Thanks a lot!!

Files

  • BloodCountess_Alpha_1.2.0.0_WebGL.zip 58 MB
    Oct 27, 2023
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