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If I've had 40 updates and each one of these is 10+ MB this page is 400+ MB. Maybe even 600 MB.

To give you all a break, I'll space out a visual update for next time.

Production continues, but its obvious I am spinning my wheels when it comes to marketing... all my games. Over on Twitter, Cake Kills Candy gets a lot of likes and a few retweets. I can break into double digits and it feels good. Getting people to the page is a different story.

UPDATE 38: GETTING PEOPLE TO THE PAGE

To make the page look more desirable, I made a new 2+ MB .gif for the itch.io to get people to click the game.

Has it worked? Maybe. 5 page views and 5 downloads yesterday. Interesting enough the other game AlienVania's page view rate took a dive.

I consider itch.io more a place for developers than players. Perhaps if I had a grander game it would get more players, but in the meantime I have gone the free asset route. I made a free art asset pack for publicity. Come for the art, stay for the games.

Has it worked? Again, maybe. It managed to net a new follower so I consider that a success. A developer that uses free assets, so I assume he's here for the assets. As for the traffic, it seems to be flowing to the free assets. 25 is better than 5 even if 20 is going to the assets. According to the analytics the majority percentage find the assets from the game assets tag over the newest game assets, my profile and my feed. That gives me hope that people will still find the assets after they get older.