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@mikejara

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A member registered 27 days ago · View creator page →

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Hey Groov, that makes sense. I like that the feedback from the Discord community is helping you improve how the Summoner's mechanics connect with its narrative.

I'm curious, how are new players currently discovering the game? Are most of them finding it through itch.io and Discord, or are you also using social media to get it in front of more people?

I ask because there are millions of players spending time on platforms like TikTok, YouTube, Instagram, and Reddit, and social media can help indie games reach people who might never come across them on itch.io alone. Short gameplay clips, updates, and posts showing what makes your game different can give potential players a reason to check it out and join the community.

Have you been doing much promotion on social media so far, or have you mainly been relying on itch.io and word of mouth?

That makes sense. Making sure players can progress without losing the experience you're trying to create is a good balance to strike.

Out of curiosity, how have you been approaching getting the game in front of more players lately? Have you been handling the social media side yourself, or would you be open to a business proposal around social media management and content creation to help get the game more visibility?

That’s always a good sign when a player suggests something that fits the game so naturally that you immediately want to bring it to life. I think having the environment gradually change based on how players develop their forest gives Feed the Forest another layer of visual progression and makes their choices feel more meaningful.

By the way, would you be open to a business proposal for social media management and video editing for Feed the Forest? I’d love to help showcase these environmental changes and other interesting mechanics through engaging gameplay videos, short-form content, and regular social media posts. The idea would be to highlight what makes the game unique, share development updates in ways that get players interested, and help more people discover and follow the game as it develops.

Would you be interested in taking a look at a proposal tailored to Feed the Forest and your current development goals?

That makes sense! Giving players a reason to invest in power generation even when they don't immediately need the extra power adds another interesting layer to the strategy. I like how the export feature gives those power plant cards more value instead of letting them go to waste.

By the way, would you be open to a business proposal for social media management and video editing for Distributrains? I could help showcase mechanics like the Power Link Station through short gameplay videos, create content around new updates, and manage social media posts that explain the game's unique systems in a way that gets potential players interested. The goal would be to build more awareness around the game, keep people engaged with development updates, and help more players discover it.

Would you be interested in taking a look at a proposal tailored to your game and its development plans?

That sounds exciting! The map and survival aspects could give players a lot to explore, especially as the world becomes more dynamic with fish behavior and environmental changes.

By the way, Jimmy, would you be open to a business proposal for social media management and video editing for Refished? I’d like to help showcase the game’s survival mechanics, interesting fish behaviors, and world-building through engaging gameplay videos and short-form content. I could also help with consistent social media posts that highlight new features, share development progress, and give potential players more reasons to follow the game and try it out.

I’d be happy to put together a proposal tailored to Refished and your current development plans. Would you be interested in taking a look?

Got it, thanks for clarifying! It’s interesting that you’re working on other, more complex games for Steam as well. I’d actually like to ask if you’d be open to a business proposal covering social media management and video editing for your games.

The idea would be to help showcase your games through engaging gameplay videos, short-form content, and consistent social media posts that highlight their unique features and give potential players a reason to check them out. I’d also look at how your games are currently presented online and suggest ways to improve their visibility and reach the right audience.

Would you be open to discussing something like this? I’d be happy to put together a proposal based on your current projects and what you’re planning to release next.

That’s really cool! It’s great that they reached out to you, and the achievements seem like a good fit for Kero Kero Cowboy. By the way, would you be open to a business proposal for social media management and video editing to help promote the game, showcase its best features, and reach more players?

That makes the Loyalty Program even more interesting, especially since it connects directly to the bigger TOPTECH mystery. I can already see a lot of potential for social content around the mystery, story progression, characters, theories, and unexpected moments.

I help indie developers turn their existing game content into a structured social media strategy short-form videos, platform-specific content, community engagement, and content designed to bring new players toward the game.

Rather than simply reposting updates, I’d focus on identifying the strongest hooks in the game and turning them into content that creates curiosity and gets people interested enough to check it out.

By the way, is the game currently available on Steam, or is Itch.io the main platform right now?

If you’re open to it, I’d be happy to show you how I could handle the social media side and help get the game in front of more of the right players.

That makes sense. Having different CPU play styles should give each match a bit more variety, especially when players have to adjust their approach instead of relying on the same strategy every time.

By the way, do you currently have Ace of Matchball AGA available on Steam, or is the game mainly being developed and shared through itch.io for now?

I ask because I work with indie games on video editing and social media promotion, and if you’re planning a Steam release, I’d be interested in seeing how you’re currently presenting the game and where short gameplay content could help bring more players to the page.

Absolutely, I’m glad to support it. I think the October 15 session could be a really good opportunity to show people what makes The Hidden Isle different, especially with the Tarot system actually affecting the way the story and scenarios play out.

I also work with indie games on the content and promotional side, particularly turning interesting game mechanics and story moments into short-form content that can be used to bring more attention to the game.

For The Hidden Isle, I could already see some interesting moments that could work well visually around the Tarot system and To Kill A Sacred Beast.

Are you planning to create any short clips or promotional content around the live session?

Hey Groov, I was checking out the latest Art Update and the part about the Summoner path getting a buff after playtesting caught my attention. I like that the feedback is actually being used to change the game rather than just being collected.

I'm curious, was the Summoner one of the paths that received the most feedback during playtesting, or did the changes come from something you noticed while running it yourselves?

Hey, I was checking out the new Power Link Station update and I really like the idea behind it. Having to choose between importing power at the cost of reputation or exporting excess power to gain reputation makes it feel like more than just another power building.

I'm curious, was the Power Link Station mainly created to solve some of the power balancing problems you were seeing during longer runs, or did you want it to introduce another strategic tradeoff into the game?

Hey Mike, I just saw that Kero Kero Cowboy was added to RetroAchievements. I actually think that's a really fitting addition for the game, especially with the boss fights and big coin collectibles already giving players reasons to replay levels.

I'm curious, did you have any involvement in putting the achievement set together, or did the RetroAchievements team approach you about supporting the game?

Hey Doksa, I was reading about the new Steam release for Amber Eyes, and the use of authentic 1930s Danzig photographs as the backgrounds really stood out to me. It gives the setting a very different feeling from a typical visual novel.

I also noticed you wanted to make a game about Gdańsk/Danzig's history for quite some time. I'm curious, was Tadeusz and Hans' story the starting point for the game, or did the idea of exploring Danzig's history come first?

Hey, I was checking out the new demo update and the start of Act 2 caught my attention. I like how the game starts with what feels like a fairly normal workplace and gradually makes you question what is actually going on inside TOPTECH.

I also noticed you added the Loyalty Program in this update, which made me curious. Is that mainly there as another progression system, or does it eventually tie into the bigger mystery surrounding TOPTECH?

Hey, I was checking out the new ball-control update, and I noticed you've been putting quite a bit of work into making the actual rallies feel better rather than just adding new content. The stretch/lunge animation caught my attention because positioning and timing are such a big part of tennis games.

I also noticed the different playing styles you added for the characters recently. Do you find that players actually start choosing characters based on their playing style, or do most people still pick based on which character they like?

Hey, I was checking out the new environment decorations update and I really like the idea of the mountains and desert changing as your forest develops. The fact that the world can end up covered in either vegetation or rot depending on what you're planting is a pretty cool touch.

Was this always something you wanted to have in Feed the Forest, or did the old itch.io feature request eventually convince you to bring it back?

, I was looking through the V0.01.09.3 update and noticed you reworked the Overwhelming Kitchen and the ending sequence. I remember the game being built around those familiar spaces becoming distorted through the character's anxiety, so I'm curious about this one.

Was the kitchen rework mainly about making the section easier to understand, or did you also want to change how the player actually feels while going through it?

Hey, I was looking through the Haven's Heir update and the Tarot-based system of The Hidden Isle caught my attention. I like that the cards aren't just part of the theme but actually influence how the game handles scenarios and storytelling.

I also noticed you've already unlocked three stretch goals for Haven's Heir, with the cloth map coming up at €100,000. With the live session of To Kill A Sacred Beast coming up on October 15, are you planning to use that session mainly as a way for existing players to see the campaign in action, or are you hoping it will also introduce new people to The Hidden Isle?

Hey Jimmy, I was reading your latest Refished devlog and the part about the distant fish continuing to swim, eat and grow even when the player isn't around really stood out to me. I like the idea that the world doesn't just freeze when you leave an area.

I also noticed you gave the Narwhal and Cuttlefish their own hunting missions after they previously had no real objectives. With the game now going through another restructuring and things like the river current, water ripples and plants reacting to fish movement being worked on, I'm curious, what part of Refished are you most excited to show players in the next update?

Hi, I saw the v0.12 timeline update and the result of the Patreon route poll. Rofi getting selected for the first Day 5 update was interesting, especially since you mentioned the poll was very close.

I've also been looking through Promises to Keep, and I really like how much the project has grown beyond being just a visual novel. The character routes and the way the Patreon community gets involved in deciding what gets developed next give the project a lot to talk about.

The amount of content you've built up is also impressive. With the characters, CGs, music, route updates and development posts, there are a lot of pieces that could work really well as short videos outside of itch.io.


I’m curious, was Rofi already the route you were hoping would win, or did the result surprise you?

Totally understand, documenting development takes a lot of time when you're busy building the game. The good part is that you don't have to start recording everything yourself. Even a few short clips of the chase before and after your fix, or a creature reveal, can show how much the game has improved, and that's what horror fans love to watch.

That's what I do. I'm a social media manager and video editor, and I help indie devs turn footage like yours into short clips and post them regularly on TikTok, Shorts, X and Reddit, so you can stay focused on the game and not on editing and posting. Since PSX horror chases and creature reveals work so well in short form, I think Hollow Echoes Hollow could really benefit.

Would you be open to me sending a simple proposal, with a content plan and pricing, so you can see how it would work and decide if it's worth it? I work through Upwork, so there's a contract and payment protection, and I can make a free sample clip from any footage you have if you'd like to see my style first.

That's honestly such a strong vision for Steam down the line, a Curupira romance option alone would turn heads, folklore based romance options are rare and genuinely refreshing compared to the usual tropes, and pairing that with a psychological mystery setting at a monster camp gives it real identity. This feels like exactly the kind of project that could stand out once it's in front of the right audience.

In the meantime, what have you been doing so far to get it seen, any social posts, communities you're sharing progress in, anything beyond the devlogs here? With a concept this unique, feels like there's a lot of room to start building buzz now, long before the Steam funds even come together.



https://bright-bonding-place.lovable.app yep, check it out lol

yeah sure man, I would really love to share my portfolio with you, so to check the quality of what you would get
When e sart the collaboration

That honestly makes a lot of sense, and it's probably the right call too, with how much the game's growing right now, your time is best spent on development, not learning video editing from scratch on the side.

That's actually where I can help though, I'm a professional video editor and social media manager, I specialize in exactly this gap, taking gameplay footage from devs who are heads down building and turning it into polished short-form content without pulling you away from dev work. For something like FOUND, those scavenging and co-op zombie moments you mentioned would translate really well.

Would you be open to a business proposal around that? I could put something together specifically for FOUND so you can keep full focus on development while visibility builds in the background.

Hey, the sheer amount of systems work in this update is wild, crafting overhauls, procedural maze generation, new zombie spawn logic, full PT-BR translation, that's an enormous amount of ground covered in one build. "I've probably rot during the process" made me laugh too, good sense of humor for how much grinding that must've taken.

Noticed you've already got YouTube and Discord going. Are you doing anything to turn gameplay moments, crafting, zombie encounters, base defense, into shorter clips for wider reach, or is content mostly living in these longer devlog videos right now? With how deep the systems are getting, feels like there's a lot of untapped short-form potential here.

Hey, been watching the update pace on FOUND, that's seriously fast, multiple updates in just the past couple weeks. Retro low-poly survival horror with co-op and crafting is such a great combo too, that genre tends to do really well in short clips, scavenging tension, crafting under pressure, co-op zombie encounters, all naturally shareable moments.

Are you doing any video content around these updates, or is development taking up all the focus right now? With how much is changing version to version, feels like there's a lot of potential to show off progress and gameplay moments as you go.

Hey, this branching system is such a clever hook, four completely different starting paths based on hidden attribute choices, and not revealing the exact breakdown keeps players curious and replaying instead of just looking it up. Smart design choice.

Asking people to share their dossier screenshots is a great community touch too. Have you thought about turning that into short-form content, like a "which Coliseum character will you get" style video or comparison clips of the four paths? Given how much natural curiosity this system creates, feels like there's real potential to turn that into content that spreads beyond just the comments section.

Hey, this update is genuinely staggering, 14,979 words fully edited, 5 completed CGs, key art progress, and you're also running Discord VC readings on top of all that, as a solo artist and writer. The dedication here is next level.

With 3k Bluesky followers and a Discord community going on 7 years, you've clearly already built something special. One thing I noticed though, with how much incredible art and writing content you're generating each month, is there any video content being made from it, CG reveals, VC highlight clips, that kind of short-form content? Given how much you're already juggling solo, that's the kind of thing that could help extend everything you're already creating without adding to your plate, happy to share more if that'd ever be useful.

Hey, really impressive attention to detail here, tweaking encounters based on actually watching how players looked and moved, then fixing the chase so creatures can reposition instead of letting players cheese the distance, that's the kind of refinement that comes from genuinely caring about how the horror lands, not just shipping features.

PSX horror chases and creature reveals tend to perform really well as short-form content too, that tension and jump scare moment translates great to clips. Are you doing any video content around updates like this, or is it mostly living in the devlogs right now? With how much the chase has evolved, feels like there's a strong before-and-after story to tell through clips too.

Hey, respect the honesty in this post, a lot of devs would just quietly patch things without admitting the scope of what was missed, but being upfront about it, and clearly caring enough to track down every report, says a lot about how much you care about getting this right for players. Nine months in and still this dedicated to squashing every bug properly instead of rushing it, that's not easy.

Hope the fixes come together smoothly, good luck getting through the backlog!

Hey, really appreciate how much care goes into each update, that code cleanup for the post scheduler shows you're thinking long term about making future content easier to build, not just patching things as they come up. Cheri's route coming in a few days too, sounds like steady progress.

Since you've already got the Steam wishlist page live and are growing past solo dev status, this feels like a great stage to start building more visibility alongside development. Are you doing any video content around character reveals or route releases, TikTok, X, that kind of thing? With how much emotional depth is clearly going into Jae's story and the others, feels like there's a lot of potential to turn these moments into content that reaches more of the VN community.

Hey, saw a comment calling this part of their daily routine, that's honestly one of the best signs a game's really landing with players. The HUD rework looks great too, that dynamic camera shift so you can still track danger while managing items is a smart touch, shows real attention to how it actually feels to play, not just how it looks.

Souls-like combat and loot moments tend to do really well in short-form content, people love seeing tense fights and gear pickups in quick clips. Are you doing any video content around updates like this, or is it mostly living in the devlogs and in-game right now?

That's not a bad split honestly, especially with how much dev work a project like this still needs, makes sense to keep the focus there for now.

How have those short form clips been performing over the past few months though, are you seeing decent traction, or has it mostly been steady but quiet? Just curious since you mentioned marketing's been more secondary so far.

If it'd ever help, that's actually the gap I usually step in for, taking the dev log footage you're already capturing and turning it into more consistent short form content, so you can keep that 80/20 split without marketing eating into your dev time. Happy to share a bit more if you're curious

Hey, just went through your dev notes, the cross hatching shader and new card binding visuals are a really nice touch, that kind of polish goes a long way in a deckbuilder where presentation matters so much for readability and feel.

Noticed you're also part of the Feedback Quest streamer jam too, smart move for a card game like this. Are you doing anything on the video side to build on that streamer exposure, clips, trailers, that kind of thing? With how visually distinct Bound Together's getting with these updates, feels like there's a lot of potential to turn that streamer attention into short-form content too.

Congratulations on getting the fully voiced update out! Having both the base game and the DLC voiced is a huge milestone, and I love that you voiced the demo too as a thank you to players. Lorenn and Quinn sound like they got a perfect cast, and it's lovely that you gave every VA a proper shout out. "How close is too close to a man that's half dead" is such a fun hook for a ghost romance.

Quick question, is the game on Steam too, or is itch the only home for it so far?

I love the idea of a Curupira as a romance option! Flaming hair, protecting the forest, it's a great idea, and it's nice to see Brazilian folklore in a game. A psychological romance and mystery at a monster camp is already a fun premise, and posting in three languages shows you want more people to enjoy it. I also noticed you updated Android twice in one day, nice work.

One question: are you thinking about a Steam release as the project grows?

That's great news, and November is perfect timing. The Steam page is the most important thing to get right before launch, because the first wishlists usually decide how visible the game is later.

At [@MikeJara], we help indie devs launch their games: Steam page setup and wishlist strategy, trailers, short-form video, social media, and Discord communities. For a hook like yours (Zelda-style exploration with spellcasting), a short trailer showing the spellbook unlocking would work really well on a store page.

We'd love to put together a free sample for you, like a 20 to 30 second teaser or a Steam page checklist, so you can see if it's a fit. Could we send it over here, or is there a better way to reach you, like Discord or email? Either way, we're excited to see this one launch!

[@MikeJara]

Zelda with WoW-style spellcasting is such a good hook, honestly sold me right away. Love that you're keeping the sword too. Spells hidden in chests that unlock in the spellbook is a great reason to explore every room. Quick question: for the spring release, are you planning itch only, or are you aiming for a Steam page too?