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Marketing Ideas and Thoughts

A topic by The Star Legation created Feb 24, 2022 Views: 1,144 Replies: 14
Viewing posts 1 to 9
(8 edits) (+4)

As a new indie developer, I've been reading about and talking with other indiedevs facing the same problem: it's hard to be noticed. The ease of self-publishing your own game online today (especially at itch.io, which is far easier to publish through than Steam) means that new developers have a chance. But the double edged sword is that it's also easy to be lost in the crowd.

I'm writing this thread for those of us who are struggling with marketing. I know I am. I'll start with some things I've been doing that have maybe helped a little, but I'm still trying to spread the word about my scifi visual novel.

SOCIAL MEDIA:

  • Follow lots of people with similar interests on social media. Twitter, Facebook, Instagram, etc. They might follow you back, so they might see your posts, and even if they don't, if you have similar interests, chances are they are searching for the hashtags you're already using.
  • Use #hashtags! I know there is a dispute about whether they really matter on Twitter or not, and you shouldn't overuse them there, but find your target audience and maybe figure out what some bots like to retweet to your target audience. Things like #indiedev and #gamedev work well.
  • Use lots of images in your posts. Most of us scroll through social media quickly until something catches our eye. So make sure you're putting out content that is eye-catching, instead of text-only.
  • Get on Discord. I'm horrible at this. I don't like to spend my time chatting online, and I find it difficult to create an engaging discord--I'm too busy with my other projects. I wish I knew someone that was good at it that might help in discord with their own presence, but, that likely costs money (and since we're indiedevs, we probably poured all of that into our projects, right?) But you can find other Discords related to your game genre, in addition to a lot of indiedev Discords that are available. I'm not sure if their "self-promotion" channels are actually read by anyone other than indiedevs posting their own self-promotion, but...it's worth a shot.
  • Use Reddit. This is tricky, because some subreddits are extremely strict. Since my game is a visual novel, I found a great visual novel reddit, but any mention of my game got me flagged by the moderators, so I learned quickly that you have to be careful about self-promotion. Still, there are opportunities there in the indiedev subreddits. Sometimes people are looking for a certain type of game, and if that's yours, don't hesitate to let them know--you can talk about your game easily if you're not the one making the post.

BUILT-IN FANS:

These are things that can be done online without cost. There are a few other things I've done to build up a small fan base (that I'm still trying to grow). I've mentioned my scifi VN in other products of mine, and advertised to people that have supported those products. For instance, my VN was inspired by a scifi tabletop RPG I created, and over the years (pre-pandemic) I played my game at conventions. A lot of the fans from those conventions gave me their emails, so I let them know about my scifi VN release.

KICKSTARTER

If you've run a Kickstarter, whether it was successful or not, you have a built-in fanbase from people who supported you there. So make sure to use the "Update" section on your Kickstarter page. I ran a Kickstarter over a year ago that failed (I made it to 67% of my goal), but I still use it to send updates to my fans there. Through a Kickstarter update, I let them know my VN released and suddenly I had an increase in sales.

USER PROMOTION:

Friends and family are helpful, but you need people who have played your game and are excited about it. If someone lets you know how much they enjoyed your game, tell them that you'd love it if they could help by telling others how much they enjoyed it, maybe through a review or just posting about it in their social media. Sadly, it seems that people who write reviews more often are those that have something negative to say, but hopefully you can get some positive reviews from fans--just don't be afraid to ask them.

ADS:

If you have extra $ for marketing, ads can be helpful, but keep in mind that a typical marketing outlook is that less than 1% of those who see your ads will actually follow through and purchase.  This is why AAA games have huge marketing budgets of millions of dollars to market to millions of people. We indiedevs obviously don't have that kind of $ to work with, so keep that in mind when paying $100 for an ad on Facebook. It might help, though?

Yes, it can be depressing--after spending months or years on your game, you might be hoping it will go viral. That's like figuring out where lightning is going to strike, though, it's very random. You may also think that your product speaks for itself because it's so awesome, and while it may be just as awesome as you think it is, it's buried under everyone else's awesome games--the insane number of releases makes it nearly impossible for most of us to stand out. My advice (that I'm trying to take myself, too) is to go out there and try to reach the people that you know will like it--your target audience. My target audience includes anyone interested in adventure, choice-driven stories, science fiction (aliens, starships, new worlds, space), tabletop RPG's, science/astronomy, comic art, and techno music. Your audience might be completely different. But make sure you can list the types of people who will like your game, and then...go tell them about it. You just want them to be aware that your game exists and it's something they might be interested in checking out. 

If you have other marketing tips and experiences to share, please mention them in this thread. I'm definitely looking for more ideas and I'm sure a lot of other indiedevs are, too.

-Andy

Corefun Studios

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Thank you!

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Thanks for sharing your thoughts.  I feel you mate, it's very tough for the little guys out there atm.

It helps to think of yourself as an artist.  The chance of being noticed and making a living off our work is very slim, but that's not always to say your bad at what you do.

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Thanks, I appreciate that. I do think of this as supplemental/bonus income, and I'm certainly not looking to make a living off of this alone right now. That would be nice, though...we can all hope to become professional, full-time game designers as a career, and doing this is where we might find our beginnings!

You're welcome, I hope it was helpful and you found some ideas that were useful :)

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I wrote a list a while ago which might be a starting point for some https://www.reddit.com/r/gamedev/comments/lfgf5x/50_ways_to_market_your_game_a_l...

Awesome, this is really helpful, thanks for the ideas! This is what I was hoping people would add on here, nice work!

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I think it would be a help if Itch did a wishlist function like on steam. I know you could do that by adding a game to a list but I don't think most people bother. An actual wishlist button would be nice, fast, easy, people would click it.
For instance with my game Dungeons of Mysteria I released the demo, got massive views, had quite a few people donating cash, loads of positive comments, people saying they could not wait for the full game and then when I released, very little happened(because itch gives a page a massive boost when its published but not when its released) but not many people added the game to any lists or followed me so they would not have been notified when I released the game. It almost feels like it would have been better to Delete the game page and recreate it when I made the finished game, so as to get the same front page boost(also seems like abusing a system)

For Balloonys adventure I didn't release a demo or publish the page before hand just published when it was finished but I did not expect as many sales for that as its more what you would expect to find free on mobile phone(but with ads) so I cannot say if it did better or worse :P

I think you also have to keep in mind the day of the week you release on. When are people more likely to see your game? you only have a few days where you are visible so may as well maximise those views.

animated gifs do well on twitter, images with a few seconds of action or something really cute(I am doing a zelda style game about cats so I got both of those covered)

clips need to be interesting from the start.
check out my trailer for Dungeons of mysteria Dungeons of Mysteria Trailer 2 - YouTube
It did not do very well because even though it goes lovely with the music, people are normally scrolling down twitter, reddit ect when they are on the loo, skiving at work ect so they often have the sound off, and they have a very limited time to scroll. If its not instantly eye catching they keep scrolling.




 

I'm glad you brought this up, I noticed the same thing on Itch! I had lots of initial interest when first posting the game page, and just like you, a few donations for the free demo, lots of positive comments, etc.  However,  on release, very few views. A wishlist button would be great--they really should do this. I have my game on Steam as well, and so far have over 600 people that have wishlisted it (I think they're waiting for a sale, or maybe more reviews? Hard to say.) But at least I know people are interested and have noticed it. I feel like getting noticed on Itch is difficult after posting in new releases.

Interesting that you tried it the other way with your Balloonys adventure game. It does feel like timing is key. I think Thursdays-through Saturdays are great for game releases. The rest of the week--not so much.

I like your suggested for animated gifs on Twitter. I definitely need to do more with animation. I've tried linking youtube videos there, but somehow, mine never play, they just show up as links. I've seen people posting on twitter with high-quality videos that loop in their post. I still haven't figured out how to do that.

I liked your trailer, and felt like you got into the gameplay quickly, but I do see what you mean about a small delay before it really gets going. Good point about a video being instantly eye catching. The problem with my trailer is that the audio voice over begins with a static star background, and the "action" doesn't start until after she finishes her first sentence:

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I liked your trailer and thought it was great but I started watching it at first with sound off(as a test as from what people tell me that is how most people watch these things on their phones) and it was boring as hell(sorry) but its great with sound on, you have put a lot of time and effort into that(I imagine a fair amount of cash as well) another thought is the target audience, My game is a fast action game, are my target audience more likely to scroll if a game looks boring in the first 5 seconds? with a visual novel people need a little more patience maybe they are less likely to scroll past so quickly if they are not instantly amused.
Maybe a shorter trailer with titles instead of voice over might work well for places like reddit and twitter though as I think they are right about the silent phone scrolling.
I think you need different types of advertising for different places and as of yet its all new to me so I am just testing things out as I go.
I look forward to seeing more posts from fellow indie devs who have more experience in this matter.

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Thanks for your feedback! Actually, I barely spent anything on the trailer--only the cost of the voice actress. I did everything else myself in a couple weeks, using the assets I already had from the game. But I do agree that it is boring without the music I wrote for it. The trouble with trailers for visual novels is that there isn't a lot of action to show, and most of the onscreen movement comes from slow zooms of the backgrounds and characters, with maybe a few clips of the text. Thankfully in my game, there are a lot of cinematic/animated moments, but back when I made this trailer, I had only programmed the first 45 minutes of the game (which is the demo) so I had to fabricate a few of the later scenes I was planning. I do think I should probably make a second, shorter demo for it that uses a lot more of the animated battle scenes.

You are definitely right that different types of advertising is needed for different places online. I plan to experiment with your idea of using gifs and I may try to put together a shorter trailer with more of the animated parts of the game on display. 

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Yoo, I was just thinking about how to start out Marketing, I really appreciate this insight of yours.

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I'm not sure if I'm qualified to give advice, I've only been serious for a year now, trying to do solo-gamedev + youtube, and have gotten almost nowhere with it(3itch followers, 12YT subs). But I can say 1 basic principal I have found, that I guess should be obvious to anyone who's been doing this for a while: YOU GET WHAT YOU PUT IN.

Phoning something in is as good as not doing it at all, and even after something seems to be a complete failure, there's always something you can do to make things better even a little bit, even months after the fact. Don't just release something and see how it does, then be like "oh well, I'll try better next time" when you're disappointed with it's performance. A YouTube video is under performing? Spend a morning rethinking the thumbnail & tittle, then share it around on a social-media  platform you haven't shared it on yet. A game isn't getting any traffic? Redo it's tags and maybe give it a clearer cover image.

Some time ago I spent a month or so making a really stupid novelty programming language that was terrible. I made a youtube video about it just cause it was kinda amusing, almost no-one watched it. I was burnt out and figured no-one really cared anyway so I didn't actually release the language itself anywhere. About a month later on a whim I spent a day writing up a manual for the language and released it onto itch.io(not sure if anyone else has ever released an esso-lang on itchio), and the page quickly got more views than my other projects at the time, and by proxy that video got lots of views(lots by the standards of a 12suber), and is still the most viewed video on my channel.

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Thanks for your thoughts, WalrusWilram, very good points! Yes, I think it's very easy to get discouraged initially when things seem to be dying down, and you do generate more energy and interest for a title when you put effort into keeping it going. You gave good examples and I like your suggestions to tweak thumbnails, cover images, and titles.

One thing I'd like to add is trying a rotation on social media channels. You have to do this anyway on reddit, since many subreddits have strict posting policies when it comes to self-advertising. But get in the habit of putting up new ads in different places. One thing I'm trying to do is create some new ads in photoshop for banner ads, and then rotate those out every few weeks.

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Thnaks for advices! Lots of good thing you write! I also dont have lots of time for social media, because i busy on my projects. Yes, simmiliar momment.!