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Thanks, Human! If I don’t watch out, I’ll actually have a thousand engines in my inventory! 😅

Here are my secrets to maximizing traffic:

  1. Have both a web version and a Windows version
  2. Leverage social media
  3. Get someone to stream the game
  4. Look for new and unusual outlets for advertising 

#1 is the easiest and most consistently effective action. Most players these days play on their phones, so having a web version will at least get them in the door and consider playing it. If they deem it worthwhile, they will either commit to actually playing it, and may transition to desktop if they’re really invested. The traffic generated by the web views can also put the game on desktop players’ radar, and there’s the odd desktop-exclusive player that will appreciate having the download option regardless. The fact that Piggr’s interface is touchscreen-friendly no doubt helps, but my RPG Maker projects get similar traffic with this configuration, and you know how that experience on mobile can be.

#2 is also kinda obvious, but I’ll break it down some more: use every social networking platform you have to cast the broadest net possible, and try to stay actively engaged on each platform so when it comes time to promote the game, you have a following ready for it. On Twitter, I frequently run into posts that say things like “show me what you’re working on” or “post your game here,” which I respond to with a link to my latest game (or one that is related to the original post in some way). And then there’s Discord: being in many servers means I have access to many self-promo channels, which I use as another advertising outlet.

#3 is more situational. If someone streams all or several games from a jam, that’s an easy way to get eyes on the project and gives potential players an idea of what to look forward to. There also are the odd streamers who will solicit devs for content, and I jump on those opportunities when I can. Building replay value into a game is a good idea for this situation so even if someone watches the game they will still have their own unique experience to look forward to.

#4 is all about something devs miss about advertising: if players don’t know your game exists, they won’t play it, so try to find ways to get more eyes on your game. Always look for new outlets, like sites, forums, new social media platforms, and IRL advertising opportunities to give your game more attention. One of my most successful advertising moves was posting an earlier game, “Elora’s Quest,” on the RMWeb forum post for completed games. Traffic went through the roof! Multiple people streamed the game (including D7) and the buzz generated compound attention, resulting in hundreds of views and plays in the first month of its release.

As for the entry, 😎 you’re welcome! It was a team effort, with Hamster writing the story and me bringing it to life. I hope we can repeat the performance next year - and perhaps do even better! Also, thanks for sponsoring these jams for the past few years, Human. They have been a great way to stretch my game dev skills, learn how to make fun and silly games, and meet more of the game development community. I hope things go well for you in this next chapter of your life.