Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
Deleted post
(+1)

yes I understand what you mean, actually I am surprised by the amount of money that AAA games spend on the marketng, I mean ok for small teams but games like GTA or resident evil anyone already knows them and knows when the new chapter will come out, yet they spend on it the millions .. this should make us think a bit ..

I thought you were joking with your previous proposal and instead you really donated 10 euros, so I donated it to you too by leaving the feed lol

yes, but I'm a little skeptical about it, in the sense people don't need incentives to do things .. if they want to do something they just do it, I would have played your game anyway and left the feed, maybe not today this is true but I would.

I don't know it's still very confusing, as you say there are literally hundreds of thousands of games and to point out your own is something difficult, especially for those like us who are at the beginning,

I'm probably in the experimentation phase now, but from what I understand you either give yourself a lot of work on a social level to keep the interest in you as a developer, not in your specific game, or your work disappears among all the others with the exception of the initial visibility when you are among the new ones. seems to be more person-based than game-based, with a few exceptions of course ..

so even going to best sellers would help a lot and your proposal above could help in this, if made by many people, however as I have been I am a bit skeptical about this kind of thing ..

the popular and best sellers are dominated by those who have had the coverage of big youtubers or who already have a community themselves, or who have used some weird tricks like buying the games themselves, I will not name the titles but some games that I have seen in the popular /best sellers I can find no explanation of why they are there. lol

I do not know.. thanks for the donation anyway :)

Deleted post
(+1)

to make find the key it took me about a month .. in hours there are about 150, but I had to redo some things several times to perfect the method otherwise it would be maybe half, but it is very simple as a type of game, the thing it requires more time is debugging ..

do all the tests etc, then I am also a bit of a perfectionist so I waste a lot of time doing things well that even if done badly would make no difference .. but I also spent a couple of years studying the engine and doing tests / prototypes before this,

perhaps to say that it is the first game is not entirely correct because I have made much more advanced prototypes of this type of game, it is more correct to say the first official game ..

but I had no strategy, I was thinking about steam from the beginning, putting it on itch was a last minute thing .. my reasoning is that steam is a multibillion dollar company with millions of active users per day, which has all the interest in recommending your game to the right people at the right time, so I just thought I'd put it there when finished ..

this is why when I put the game here it was already finished and no updates are planned, unless someone tells me that there is a bug or something to fix, as soon as the game is available on steam I will increase the price here too to 1 for consistency so we will do the package certainly,

putting a game for free on steam makes no sense, because you pay the initial fee in the first place and then because "free game" on steam for people means that it has microtransitions, so they are not even considered .. obviously there are exceptions here too , but then steam I don't think he would worry about promoting it if he doesn't earn his 30%, always if he promotes the paid ones .. I still don't know,

I think the best updates strategy for itch is to start keeping the dev log right away, so maybe every day or week you say what you did, maybe a screenshot, a video, your thoughts, problems you encountered etc ... the point is involve people in the project from the very beginning ..

I would not recommend starting with an RPG at all, it is certainly the most difficult genre a developer can do, choosing a 2D platformer to start is certainly the best.

generally the easier something is to do, the more competition you will have, precisely 2d platformers I think is the category with more games, but I think the important point in any genre is to do something that has a personality of its own, something that stands out from the others ,

do what you like and what you are able to do, then you will improve over time and eventually you will make the game of your dreams,

I like horror games, psychological or survival (silent hill, layer of fear resident evil, last of us etc), not so much those with jumpscare or where you escape from the monster with the candle in hand which are very popular nowadays,

making a horror that is really scary is very difficult .. I am not able to do it right now, so I do things that I enjoy doing , I improve along the way, maybe I hope to earn too some money in the meantime but the important point for me is just to have fun and do it well :)

Deleted post

yes of course, thank you it's always nice to have constructive discussions :)

my advice is to put it on steam right away, it's the first game it doesn't matter if it will be dead from the start ..

I don't expect anything special to happen when it is on steam, I am just very curious and also a little satisfied on a personal level.

it will also take some additional work and a month if it is your first time, so if you have the material to create the shop page (trailer and screenshot) you can put it as "coming soon" or "autumn", it will already be shown in the shop and you can analyze the data, start promoting it and get wishlists etc ..

I consider the fee I paid to put it there as the price to pay to see the whole process, from 0 to released, then analyze the data obtained and improve the things I can improve for future projects, I can read anything of what it happened to other people etc, but there are too many variables and only experience will really teach me something :)

Deleted post
(1 edit)

in my experience outside of games, there is always an audience for the things you do as long as it is done right.

I did things that were perfect for me that nobody liked, and things that were bad for me that went well ... so my approach is to do all the ideas I have, as long as they are done well ..

i wouldn't worry too much about what people want, often they don't even know until they find it.. I don't even worry much about failure, as long as I'm doing something I like to do at worst I learn how not to fail next time .. so the first person you have to satisfy is yourself then other people who appreciate there are for sure, the problem is always the same .. lol