Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

game done and now?

A topic by EddGames created Oct 20, 2022 Views: 1,310 Replies: 66
Viewing posts 1 to 20
(1 edit)

hello everyone I'm new, sorry if it's the wrong section,

a few days ago I published my first game, find the key: https://eddysss-games.itch.io/find-the-key a strange game with skeletons,

the point is i'm a bit confused, i got 220 views and 44 downloads, (no money) as a percentage it seems great but i didn't get any feedbeck how do i know if people liked it or if they played it or whatever ?

I'm not sure what I expected when publishing the game, I did it just because I wanted to, but I don't know, did I miss something?

I read that I should "spam" the game everywhere so twitter reddit, have a dedicated community etc, but what does all of these things have to do with game development?

if you are famous then you can do any thing like some things I see in the popular and if you are unknown you get 200 views and then 0 as soon as you get out of the new ones?

it is not a criticism or an offense i just want to understand a little bit how it works this world, like i said i am new as a game dev, i like to do it and i have a lot of ideas that i will do anyway in my free time, but i would like to understand a little more,

I think I thought itch had a system of recommendations or something like that, instead it seems that as soon as the new ones the visibility drops to 0 and you have to get it yourself in other ways, obviously I know that marketing is important, but I don't know maybe I was expecting something different. I misunderstood something? lol

in the meantime i'm also putting the game on steam, i just signed up and it takes a month. it's probably 100 dollars thrown away but from what I've read on the internet it offers more visibility and also over time .. but instead of making assumptions I see directly the stats and maybe I'll do better for the next game,

thank you all and sorry for the english i used the translator,

Edd

(+1)

Getting your game on multiple platforms is definitely good. I wouldn't recommend "spamming" but it's a good idea to post about your game in several locations. Itch is just one community, and there will be players out there who would enjoy your game but aren't already looking at Itch. And if you haven't been already posting about your game before it was released, then who will know that it is finished? Nobody... you are just relying on random passer-by to click on your game. And some of them did, which is good! Your game has only been out a week - give it time. Updating with fixes and new content gives you an excuse to post about it, increasing your exposure. Participate in things like screenshot Saturday, or the 1 screenshot per week thread here on the forum.

Another good way to increase activity around your own page is to comment on other people's pages. Play people's games and give ratings, follows, and meaningful feedback. Some of those people will in turn take a look at your projects, and in the meantime you'll be contributing to the community and helping other developers, which makes you more memorable to people than someone who only asks for attention directed at them.

If you just publish games for fun, that's great. But you shouldn't expect many people to play it if you didn't really do any marketing. There's so many games out there, what are the chances that any random person will stumble upon yours? Very slim. You have to tell people about it. And yes, a lot of people will download it and never say a word. Many players will not take the time to leave a comment, even if they liked the game, so you just have to accept that. Focus on building up your own reputation, making connections, and doing a little advertising here and there. Promote yourself in more than one place.... without a huge amount of extra work you can have a Facebook page, an IndieDB page, and so on. A lot of your post content will easily translate from one to the other, so it's not like you have to write 3 separate devlogs for 3 sites. The point is you want the chance for people to see your game whether they are browsing one site or the other.

hi Magicsofa, thanks for the reply.

yes, I will have to give myself a little more to do with the promotion, but to be honest it's something I don't like doing. lol

playing other people's games just to leave a comment for them to see my game, I don't know is what most people seem to be doing.

do not get me wrong if I play something it is more or less automatic to leave a comment with my sincere opinion, but having to do it with this intent .. I do not know. anyway I'll do it and see what happens, I'll probably start with yours :)

yes I do it for fun, I think I am one of those people who has more fun creating a game than playing, but of course I would also like to earn some money, at least to repay the effort and time spent ... I would already be happy with go draw lol

now i will wait to see on steam how the stats are etc and then i will use a better strategy for the next game, i have read about people getting 100x better results.. maybe i will have to put the price of 1 on itch too for consistency, i don't know I'm still just experimenting to get ideas,

in between I will do some promotion and work on something else, thanks for taking the time to reply!

Edd

No problem and I totally understand not wanting to promote... I am only just learning myself! What I meant about commenting on other games, was not just about expecting something in return. It wouldn't be right to say "hey, I commented on your game, now you need to return the favor." It's more about increasing the overall liveliness of the place... if we all just stay in our corner, silently playing or developing, then our pages will be quite boring!

(+1)

yes i totally agree,however if they are all developers here I also understand why there is little general activity .. lol

so itch is a community of developers who make game jams, then some streamer or youtuber plays someone's game and makes the developer gain popularity, this is the hope of those who publish games here.

I seem to have figured this out by looking a little at the popular and itch in general .. actually it also seemed to me that the ones that gained popularity have made their games worse instead of improving them, lol

I don't know, we'll see. thank you :)

(+1)

One thing I'm trying with my download games is to put a credits page at the end with a link back to the games project page.  Might make it easier for folks who downloaded the game to come back and leave feedback.

I too am somewhat disappointed by the level of feedback and discussion about games on itch.io.   My most popular games has almost 1,000 downloads, out of which it's got 4 ratings, and two comments - and one comment was asking for an android version.  I do seem to have quite a few followers, so maybe that's a better guide to how well you're doing.

Same here lots of downloads followed by silence. Get the odd comment but quite rare

(+1)

I try the games I find interesting. If they're bad, I don't say anything. I don't feel like bringing people down with my detailed breakdown of the issues. Also, William Hung got a moment in the spotlight, so who am I to say anything? If the game is good, I'll give it 5 stars and post it to my "creator page". Reviews seem to disappear into the ethos, so I don't fill in the box. If the game moves me, I'll leave a comment. 

(+2)

thanks for the answers guys, ok then it's normal, yes the lack of feed is the saddest thing when someone publishes his work,

personally I prefer someone to tell me that what I did is crap giving an explanation of why they think it, rather than saying nothing, or just saying that it is good or bad means nothing. the classic constructive criticism is always good.

it is difficult for me to get depressed or excited by a comment, because in any case I already know more or less what I did well and what I did wrong and where I should improve etc .. but the lack of feed makes you feel as if what you did it's like I didn't even do it. lol

I haven't played any games here yet, I opened a couple a few minutes just out of curiosity, not enough to give an opinion, and that's what most people do here I think, so I think out of 100 downloads maybe just a couple they play it entirely, when I do I will leave my feed to all of you.

personally I am someone who never wants to play too much, even the games I like take months to finish them, maybe I play half an hour today and another half hour after a week, even if I want to play I end up doing something else, so with the games that I don't even know if I like them .. but if I do I leave the feed sincere for sure.

I think most of the people here do more or less like me, and that's the reason for the lack of feed.

thank you all, I'm curious to know the experience of others too :)

Edd

(+1)

I've been reading a bunch of similar posts over the last few days and it seems many people have had similar experiences.  Although this might not sound constructive, I think it's important to remember that a feeling of audience-less-ness is common no matter what your industry or artform is and many people are walking the same wilderness as you are. 

I think for myself personally, I'm inoculated against the disappointment because I've worked previously in publishing and radio and came to realise that the work we were outputting was going out to an audience of functionally zero. Whether that's true or not is impossible to verify, but if you receive zero feedback for your thoughts and labour the result is the same either way. 

But in any case - You're doing the right thing by starting this conversation and voicing your experience. Small things like this build connections (I don't mean that in the cynical marketing sense of the word.) and will bring eyes to your work. You don't have to 'spam', but any sincere expression or communication that you're comfortable with goes a long way at creating a presence online, and whether we like it or not 'online presence' is the rule of the game these days. 

(You've gained a follower in me, anyway.)

(+1)

hi thanks for the follow, I know you didn't because I wanted me to follow you too, but I follow you anyway (lol)

yes, I've read a lot too, the problem as usual is marketing ..

the old rule that "if you don't communicate you don't exist" is always valid .. however it seems to me that something is related to the growth of followers like on instagram or youtube, or in all other social networks .. comment here, comment there so people do interest you, gain popularity etc.

so in the end you work to become popular and then propose your game .. then the games become just a little more elaborate shirt ..?

i dont know, i dont think approach is something for me lol

Deleted post

hi Majid, being critical is fine, it is necessary to get a clear idea and develop a strategy that works,

i just say the things i have seen and i seem to have understood by analyzing itch, of course i could be wrong,

for the moment the thing that seems to me best for itch would be to make very short games, or to release it in episodes, then always stay in the new ones for organic visibility, otherwise after the first 2 or three days the organic visibility drops to practically 0 ..

however in this way the quality suffers and this explains why most of the popular games I have seen are badly done, with bugs etc. some also have nice ideas behind them but are made in a hurry just to ride the wave,

but that's not something for me not even this approach, the thing I like about making games or programs is that everything works perfectly when I'm done. my level of satisfaction is determined by how close I came to realizing the idea I had.. I don't even care if it's a good idea or a bad idea .. lol

about your offer, when i play your game i will leave the feed :)

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

Deleted post

hi, that's a good feeling and yes, your feed is very helpful!

I also left the feed for your Alice game: https://majid-roth-media-games.itch.io/alice-in-wonderland-the-tree-of-life

I answered you better in the other post, thank you anyway! :)

Deleted post
(1 edit)

of course, the video is public do what you want,  :)

actually i also have a games channel and i was thinking of doing the ones i find on itch too, but i haven't even put mine yet .. actually it's a while since i'm no longer making videos there because the audience is small but it grows slowly, lol

Deleted post

 i watched the jams there was a pretty interesting one about horror, but i don't even try to participate .. i can't stop working on something until i'm satisfied and those few days are not really enough,

a high level of skill is needed so that you can work smoothly and get the desired result right away, then yes it would make sense for me to participate .. lol

(3 edits)

ok quindi oggi ho rilasciato il gioco su Steam,

https://store.steampowered.com/app/2195200/Find_The_Key/

Aggiorno qui perché sono sicuro che altri siano interessati, quindi tra qualche settimana forse farò un altro aggiornamento.

innanzitutto quello che si legge su internet è vero, steam ha traffico organico, non ho fatto nessuna promozione e ho avuto circa 200 visite al giorno nel periodo in cui il gioco stava "arrivando" e ho ricevuto 4-5 liste dei desideri al giorno, 

quindi dopo poche ore dall'uscita ho fatto 20 saldi al prezzo di 1, questo è il primo giorno quindi di sicuro è una cosa che cambierà nei giorni successivi, comunque conferma anche il fatto che circa il 20% delle liste dei desideri diventano vendite lo stesso giorno del rilascio,

Troppo presto per fare altre considerazioni sul traffico o sulle vendite dopo il rilascio, ma per ora mi sembra molto buono.

sta andando tutto più o meno come mi aspettavo e questa è una gran bella cosa, se riesci a prevedere come andranno le cose vuol dire che hai capito e quindi puoi migliorare, per trovare la chiave nella realtà non mi aspettavo nemmeno di recuperare in 100 che ho speso per la quota iniziale a causa di 0 marketing, ma sembra che li recupererò in circa una settimana quindi bene,

quindi su come funziona steam penso di aver capito la maggior parte delle cose e quindi come sfruttarlo al meglio, (su youtube ci sono anche molti video)

ecco quindi alcuni consigli se state pensando di mettere il gioco su steam, che sono gli stessi che avete già sentito sui video di youtube.

1. Crea la pagina del negozio il prima possibile e ottieni la lista dei desideri, non appena hai una build e un trailer.

2. crea un gioco che le persone desiderano (vedi i Mi piace popolari per genere e prezzo)

3. Mantieni il gioco "in arrivo" per 3 o 4 mesi prima di rilasciarlo.

quindi se hai molte liste dei desideri riceverai molti giocatori e vendite il giorno del rilascio, per i giorni successivi non lo so ancora, aspetterò qualche settimana e poi scriverò un aggiornamento qui.

comunque dipende sempre da qual è il tuo obiettivo, ad esempio io preferisco creare 100 giochi che fanno 1 piuttosto che 1 che fa 100, proprio perché il punto è creare giochi per me. ovviamente anche fare 100 che fa 100 va bene. lol

non ho ancora iniziato a lavorare al prossimo gioco, le idee sono tante, comunque penso che non lo metterò nemmeno sul prurito, per me è stata una cosa completamente inutile..

so che non è bello dirlo sul forum itch, ma ho avuto 300 visualizzazioni i primi giorni, e poi 0 (letteralmente) i giorni successivi, questo non è qualcosa per me .. è solo la mia esperienza, ovviamente potrei sbagliarmi e poi cambio idea.

spero che la mia esperienza sia utile, aggiornerò in futuro,

Edd

Deleted post

hi Majid thanks,

yes the things you see on youtube or in other posts seem to be quite true, for the moment it seems to be stable at around 20 sales a day, which for being without any marketing seems good to me, however the price is 1, with prices more high I don't know but I think that even if I had put 2-4 the result would have been more or less the same ..

there are a lot of variables, but I think that after the first week of visibility the traffic will be back similar to when it was in arrival before the release, maybe 200 views which means maybe one sale per day and decreases over time .. lol

I will do an update in a few weeks, but yes, it seems that if the game is good it can be successful even without any marketing, with even a bit of luck it gains popularity thanks to word of mouth from people who play it the first few weeks or youtubers and streamers,

 there are also some tricks, like a multiplayer game with a lot of duration has more possibilities than another type of game because of things like "your friend is playing this"etc. .

 I don't know, we'll see.. marketing remains very important before launch anyway :)

(1 edit) (+2)

Thank you all for this thread. Very interesting read and at last some real questions are asked and partially answered too.

We even get a few numbers... It might be a bit rude to ask another dev how much views, downloads etc, for his game but at the same time, that lack of feedback here lets you like a sailing boat in the middle of a windless ocean (sorry for my english not 100% correct). You don't really know if you are going anywhere.

 For my part I published the 1rst part of my game 6 month ago and had about 500 downloads, (the only data that counts for me) and 5 payment of 2$ and I still don't know if I can consider these numbers good or bad. I also get about 70 people adding it to their collection but as I'm a bit stupid I don't really know how it is beneficial to my game. Maybe I shouldn't complain but I get as little feedback as many here so I don't know... and it's a litlle discouraging.

(1 edit) (+1)

hello El-Jo66,

yes the lack of feed seems very common here. for my part the data are more or less the same as when I wrote the first post, 325 views and 54 downloads, 0 money except for the donation that Majid made as written above .. on steam i'm getting the average of about 10 sales a day, but it's still too early to consider it's only a week, probably in a while it will change,

for collections it is similar to browser favorites, but your data doesn't look bad anyway, 500 downloads means people want to try it, and what they paid is because they liked it and they want to support you so you make other games .. so it looks good to me.

but I can't really say either, someone else who wants to tell their own experience? :)

Deleted post

Agree about everything, itch is no different than bandcamp, without marketing / community it's like putting the game in a folder on your pc ..

here you meet other people who have the same interests, exchange ideas or experiences, perhaps collaborate with jams etc ..

yes, it depends a lot on the genre of the game, however regardless of the type of game in theory it is enough to see what the popular people have done and then do something similar, possibly better to get the same results ..

but it always depends on what your goal is, if you do not intend to be very active on a social level on itch you will remain hidden after the first days of visibility,

the collections is just something like browser bookmarks, or the youtube look after, I suppose that means someone has shown interest, not much more than that ..

personally I don't even care what will happen after I create the game, it's something I do a few hours every day, instead of playing video games or watching TV series or being on social media .. a full blown hobby.

but for me the only logical thing to do once complete is to put it where players can find it, then optimize the minimum things that can be done,

which means steam, any player is there and seems to have organic traffic… even if it's only 200 visuals a day it's worth the initial spend and percentage of sales, it means if it's a good game it can be successful.

here unfortunately maybe it will be 300 views in a year and for those like me who don't care about anything outside of development it's not really an option to consider .. as usual it depends on the goals people have.

however if the intention is to make a ton of money, the best thing to do would be to see what games people want, then make a game that people want, then let people know they want that game that you created a game they want. lol

(1 edit)

Thank you guys. It helps a lot to understand the situation to be able to talk about it with other game dev. To add a little something to the conversation I can talk about my experience with Patreon as Majid mentioned it earlier in this thread.  My personal experience with Patreon is that I'll probably quit on the 31st of december. 

Patreon is an extension of the same popularity contest we're experiencing here (and on other social networks) . If you are talented for that, it would be stupid to stop but as I'm not then I think it would be stupid to continue. I have very few patrons that bring me 15euros/dollars per month and for that little money I find myself in a rather stressfull situation every month because the time used to keep my few patrons content is a  precious time lost for my game. I have a day job and the little time that is left to me is for my time consuming hobby, "my second job" : making a game. To have a Patreon is like a 3rd job (a thing that the stupid me didn't know). Probably like a real Youtube channel (I don't have any) or a successful instagram acocunt, it is a job too of it's own. One got to be prepared for that if you expect it to be worth it. It's like a chain :

Step 1. You probably need to be good at marketing your game (social networks, etc...) 

Step 2. If you have the step 1, then your game can be popular (I mean popular enough to stay visible even after being kicked out of the "NEW" category)

Step 3. Then you can get a chance to have a Patreon that is worth the time and efforts you'll have to put in it (... aside of your game... and maybe your day job).

Efficient Marketing - Popular game - Worthful Patreon  (<---as I said, an extension of the popularity contest)

If think most of us here mess it because we don't have the step one and/or we're not good at it. The truth is that all these steps need skills and as little indies... Let me use a metaphore : As indie game dev, we're certainly terrific players, but a terrific player doesn't make a team to play the game (and win).

Now, of course, there are peolpe that manage to make it. Some fantastic indie game devs that are also good at marketing their game and having worthful if not profitable Patreon. They exist and I'm thankful to them for keeping the dream alive. Sincerely.


Just a few notes as I re-read my post... 

1- My 15euros per month on Patreon can't help me because I live in FRANCE where such an amount of money is negligible BUT at the same time they have been a huge psychological support all along. The truth is that I just can't keep up with the scheme of putting something new under the nose of my patrons on a regular basis just o keep them without spoiling the game itself and its experience. The only thing I'm good at is making the game. And that's the only thing I produce. Nothing else.

2 - And of course no, the goal was not to get rich at once thanks to my Patreon. It was just the pursuit of that old dream of the indie game dev... "if I could make just enough momey to even barely replace my day job, I would use all my time to do what I really love". But for me it will have to wait.

(3 edits)

si, è proprio quello che ho detto qualche post fa: patreon, kickstarter, youtube, social in generale.. non c'entrano nulla con lo sviluppo del gioco, nel senso che servono competenze diverse ed è un lavoro secondario che per la maggior parte di noi non è qualcosa che vogliamo fare.

è una cosa che ti deve piacere fare altrimenti è troppo stancante, toglie tempo alle cose che vorresti fare, ma la cosa peggiore è che ti distrae, pensare a quelle cose mi toglie ogni entusiasmo, è solo mi distrae..

e mi rattrista anche un po' perché se sei famoso puoi letteralmente fare qualsiasi cosa, se sei sconosciuto puoi fare il gioco più bello del mondo (non è il mio caso) che nessuno saprà mai..

tuttavia il fatto del "marketing fatto in casa" è necessario per farlo bene. con costanza o non otterrai risultati che ti motiveranno a continuare, ma per farlo bene devi essere motivato a farlo, e se non ti piace farlo non lo farai bene.. sicuramente sceglierei di paga qualcuno che lo faccia per me, ma anche quello non è fattibile i costi sono insostenibili..

quindi per me la cosa più sensata da fare è lavorare per fare un buon gioco e poi ottimizzare le cose da fare dopo, e basta. se non guadagno i milioni, significa che farò comunque un gioco migliore lol

Deleted post
(+2)
I noticed a problem: Many, I really mean "the most", stay solo on developing. Why is it that way? There are indie devs who invested months and years into ONE single project. Wouldn't it have been easier when the devs form a group.

I work alone mainly because I don't want to argue or compromise on what I make.  Working alone means I can make only what I want to make, and I can make it however I please, without having to convince anyone that it's the right decision.  I also want to work at my own pace without other people depending on me, or me having to depend on them.

Unfortunately, working alone is also exhausting and demoralizing, but to me it feels like the only option.

yes, to me it's more or less the same thing.

It is true that more people make the job easier, even at the level of motivating each other.

however, it is no longer a question of realizing your specific idea, at least that you are not paying people, but of realizing a group idea. which too can be nice .. but it is already difficult to agree on a single head, let alone that of a group.

alone the level of satisfaction in the end is much higher for me because I realize exactly what I had in mind at the beginning .. maybe the result satisfies only me, but that's the important, lol

as usual it depends on people's goals and what they want to achieve from the things they do ..

(+1)

"Unfortunately, working alone is also exhausting and demoralizing,"

Here I am again. 

Hi Majid,

from what I have read for having succeeded with kickstarter you will have to give yourself a lot to do on a social level, it works if you have a community .. you will have to convince people, find them, do marketing for kickstarter too, I have never tried but I think it is the same as anything else that involves other people .. i'm skeptical here too, lol

however try and then let us know, good luck with the action RPG!

yes people appreciate more the best that today's technology can offer .. it means photorealistic 3D images, 2D makes you think something like 20 years ago for most people and it's a niche thing ..

personally in video games the thing I like most is the immersion in a 3D world and I think it is the same for most of the people, in fact I am thinking of developing something with VR ..

for music I create it myself, I have been making music for almost 20 years and the music / sound part is the easiest for me :)

Deleted post
(1 edit)

yes I agree, it costs nothing to try, then let us know the experience :)

yes doing photorealistic things takes a lot of time, it's not just about textures and materials or a lot of polygons, the whole scene has to respect the things of reality, it means you have to put a lot of details .. small objects, everything has to look real otherwise it ruins the whole scene etc.

really a lot of time and very difficult, if you work alone you really risk going crazy .. I don't aim for photorealism, let's say that a graphic like ps3 suits me just fine..

here are some photorealistic models I made, it took at least an hour to make them and they are very simple, by the way I am also selling them at the same price as the game. lol

https://www.turbosquid.com/Search/Artists/eddysss

(1 edit) (+1)

(sorry, just answering a previous question about music)

For those of us who are not as gifted as Edd, music in our games can be a big problem. It's very time consuming for me because as I don't produce it, I'm constantly searching the piece of music or sound that fits the scene I'm working on. And sometimes I already have it but I've forgotten I had it. The begining of madness, that's what it looks like sometimes...

 Now if I analize I would say that :

60% of the music and sound I use come from https://freesound.org/ This site is interesting for the sounds not really the music, as its name suggests. But you can find there some very interesting loops. I think, for us game makers, loops are more useful than a long and complete track. Of course I more than once modify what I find there but just some basic modifications to fit my needs. The site is not sexy but worth a try.

20% are real tracks (sorry if it's not the right term) like the ones you can find on incompetech of the famous Kevin MacLeod. Just saw an interview of this guy 2 days ago. He's very interesting and funny and he is the one who saved most of the content creators of the planet (nothing less) who don't happen to be musicians too.

10% from friends or people I know. 

For the rest i sincerely don't know. Each time I find something cool and free I download it even if I don't have a need for it. Sometimes I even buy things but it's very rare and I'm allways deceived by these purchase. All in all that's how over the years and diverse projects I have now a huge collection (but it's never big enough and never will). 

Majid, I hope you'll make us a thrilling RPG with good moments of tension. We're all clients for that but you cannot achieve that without the good sound or music so good luck. For the rest, the kickstarer, Patreon etc... good luck too.

no need to apologize, any intervention is welcome, indeed thanks for the links :)

yes also here are the free sounds I guess that for the most part they are the same as the other site: https://pixabay.com/

some time ago I also downloaded from a site a library of about 50gb of sound effects, this site gave the torrent and you could use them, I don't remember now what site it was, it wasn't a pirate site but it made professional sounds for big companies so every year he gave some to everyone, does anyone remember it? when I remember I edit this post and insert the link ..

however I ended up deleting them to free up some space because I wasn't using them .. for me it is better to only look for those on sites like the linked ones rather than a giant library where you will use a couple ..

(1 edit) (+1)

ok so it's been a month since my game has been on steam, i'm doing an update as promised. I remember that I did 0 marketing, which means that I made the game and put it there, as an unknown developer without saying anything to anyone.

Find The Key su Steam

so here is the total data after one month which is released after 2 weeks "coming soon":

(the price is 0.99)

161 sales

22 refunds

12304 total shop visits

281 wish lists

3 reviews (all negative lol)

after the first few days of visibility as i thought it's back to around 150-200 visits per day organic but i think it will decrease even more as time goes on. the truth is that i don't have a clue if this data is good or not lol

to be 0 marketing 150 visits a day are good for me, it's not about random people but they are people who are interested in what you offer, therefore targeted visits that come from those who are looking for a game to buy.

the reviews are all negative, but they are only 3 out of 160 and they are from very dissatisfied people, this makes me think that all the others beyond the reviews were either satisfied or indifferent .. or that they simply didn't want to write.

the refounds are mostly performance issues, someone who wanted to try with lower than recommended hardware, but someone said it's not fun or that they bought it by accident, the game lasts less than an hour so it can also be any reason..

however from the stats, I see that over 50% of the players played it through, some even more than double the time it took to finish it, which makes me think they liked it enough to play it through to the end. so the things i think i should have done differently..

don't release the game just before the steam discounts:

before the discounts i was getting about 10 sales a day, from the day the discounts started it went down to 0, then it went back to 1-2 as soon as the discounts ended. it seems that when the discounts are on people just don't even look at the non-discounted ones, and having just released the game not even a month earlier i couldn't participate,

price too low:

so also keep in mind the discount strategy, i had put the price at 1, but maybe i should have put it at maybe 4 or 5, then do some discounts periodically to stimulate people who have the game in their wish list, maybe once a month. so I'm thinking of raising the price to at least 4, however I don't know how to evaluate the price issue properly..

I chose 1 because I wanted it to be accessible to anyone and at least to recover the money spent .. and maybe earn something, it took me about 150 hours to do it, which then became 200 with the additional work to be done for steam (localization and full controller support, shop page etc) halfway through the game I practically redid it to better structure the code so in reality perhaps half the time would have been enough, for this reason the price of 1 seemed ok to me, but if I also have to discount it to have visibility. lol

more time "coming soon" before releasing it: as I said, at least 3 months to have a greater impact on release.

and nothing I think is everything, if you have any questions, ask them.

meanwhile I'm tinkering to do something with VR, I tried to do some mechanics and some maps, but I don't know.. with teleportation the motion sickness is at 0, but it spoils the experience. I don't suffer much from motion sickness even without teleportation, but it's not pleasant. so maybe i'll do something where it's stopped in place.. but i don't know yet.

I think VR will boom when they come up with something for leg movement too, but it's a lot better than normal games so I think I'll shoot some skeletons until I can think of something to do. lol

if you have any questions ask them, and I hope my experience is helpful :)

Edd

Deleted post

Hi Majid,

yes i think it is helpful for others to see the data someone got, before releasing the game i spent many hours researching similar topics..

however the truth is that I still have no idea if another type of game or with another price I would have obtained the same results or better or worse, I would need a comparison with something to know if they are good stats or not.. definitely if it would take me a year or 2 or thousands of hours to do it was not good. lol

(so if anyone has experiences to share, please share them.)

yes I thought about doing the demo, it wouldn't require much effort it would be enough to start the game from another point and then stop it in another before the end, then maybe tweak the pause menu a bit, maybe a couple of hours working if you already have the whole game done.

for find the key I think the images and the description say exactly what game it is, that's why I didn't do it considering the price of only 1.. but if I raise it to 5 maybe it's the case, it would be definitely useful for people who want to try on less than recommended hardware..

I was also thinking of adding a vr version for find the key, using the same maps but adding/removing stuff so that it becomes good for vr, however from what the review feed has been like it makes me think it's not worth doing. (lol)

for the next game yes, I haven't started anything concrete yet but it will probably be horror with a simple narrative, but first I was thinking of something in vr, a horror-themed shooting with skeletons and monsters, sculpting a monster in blender is easier and fun than making a real human.. (lol)

however the motion sickness thing blocks me a bit, even though I don't suffer much from it I don't want people to get sick playing my game, and with teleportation even if it takes away the sickness altogether it still ruins the immersiveness quite a bit, so I thought I'd do something where the player does things with his hands on the spot but I haven't started anything yet, for sure it's not the lack of ideas, on the contrary ..

actually I have some projects already a little advanced, survival horror one like re8 and the other like silent hill but in first person,

i left them aside for now, they will take a lot of time to make and i dont want to work years on something only to find out that i would have to do things differently.. the idea was to start with some simple games like find the key, then analyze how things are going on the shops and see how to do things in the best way (or if it's worth doing it)..

about the 3 months, the fact is that on the release day you have the most visibility, and I think it depends on the game but about 10-20% of the wishlists you have accumulated buy it on the release day, so if you accumulate a lot of lists (by marketing ) maybe you can end up on the first page and then get the same visibility as in a month maybe in an hour.. it's just a matter of steam's argorithm, but if the game isn't good there's nothing that will make it good. lol

actually many successful games are made together with the community by putting it in early access and then listening to the feed of players, some never came out of early access or abandoned, but the others were very successful :)

so I did the demo and raised the price more or less following the advice on this page, so setting it to 5 seemed too much and setting it to 2 too little considering that I will then systematically make discounts, so I chose 3.. however I didn't still the faintest idea of how I should choose the right price,if I did right or wrong or whatever.. some advice? actually now i expect sales to drop straight to 0 forever, however we will see what happens.. lol

about the demo i put it together with the whole game, so people can download it for free, however i saw that others here directly created another page for the demo putting it for free, i guess it's for indexing issues, should i do this? advice on this?

thanks

Deleted post

so the only thing to do is try to do different things until you find the one that works best..

my main problem is that usually the things people like i don't like and the things i do they don't like (lol) , however if I like it for sure someone else will like it so it's just a matter of letting them know..

honestly I would love a button that says "give me the game and I'll take care of everything else" ,so without having to think about the right price or discounts or anything else.. but I don't think there is anywhere.

you need to try different things then delve into the one that works best for you :)

Hi guys ! 

Interesting and useful as usual. But also a bit sad for the itchio lovers that we are because it seems, no matter what, you automaticaly get better results on steam... 

I don't really have a clue either about the answers to the new questions that were raised except that raising the level of the graphics is always a good idea for Majid and setting a price far too low is certainly a bad idea for Edd. But I know also that this was some kind of experiment to prepare the next games. 

Now if I think about the original subject of this thread, I'm thinking more and more that one solution could be to try to make all this Public Relation experience more fun for us all. As game makers we try to make engaging experiences for people, so why not try to make something engaging for game makers (hoping it will attract other people too). For exemple, in my very little level I'm thinking more and more why not creating a little indie game festival, specialized with games that are close to mine. Nothing new but at least engaging as a PR experience.

Voilà. Just some ideas like that but the key would be to try to have a little fun while raising the awareness alout your games.

(1 edit)

yes, the results are undoubtedly better on steam.. actually here it is practically 0 organic, but itch himself states that he doesn't want to be a competitor of steam but to be more like bandcamp, and in fact it is exactly like this, on bandcamp things go exactly the same way if you don't do marketing it's like a folder on your pc.. yes it's a bit sad but it's right that people know it in my opinion, I was expecting something different when I put the game here..

yes for my part I'm still in the experimentation phase.. I raised the price but I expect not to make any more sales until the discounts, even seeing only one sale a day can be motivating so zero can be demotivating.. in fact it bothers me a little too having had to do it because if it were up to me I would also put it for free so that everyone can play it, but free means no profit and the low price means not being able to make discounts for greater visibility.. I really hate it these things,

I think steam certainly knows better than me the behavior of buyers and the right price for a product, so how and when to make sales, perhaps for those who want to let him manage it, I honestly don't know why he doesn't have an automatic option for this.

the idea of indie fairs is good, i think it's more or less the idea behind game jams.. but i'm not very knowledgeable about this, anyway yes, i agree :)

(4 edits)

so i put it back to 1 and i don't think i'll ever discount, lol

no sale at 3 but the reason is that the demo has been downloaded by 1000 in a few hours since it was public, it means that if the game was free I would have gotten 1000 times in terms of downloads/visibility, of course i know free is different than paid but i really didn't think the price of just 1 made all that difference.. it's 1 dollar lol 

1000x is really a huge gap, that makes me think 3 is too much, as i thought sales have dropped to 0 sales since I set it to 3, so if the demo gives that extra visibility I can put it back to 1 and I don't have to think about discounts..

the thing that free = 1000 per day and $1 = 1 makes me think that 3 is too high also considering the type of game and I really hate this whole thing about the price and discounts, so I put it back to 1 and I stop thinking about it, going back to 1 i can actually see if the demo makes any difference or not.. 

I'll probably delegate this task to someone else for the next games, it's not something for me,  I hate marketing stuff too much lol

0$ = 1000 downloads per day and 1$ = 1 per day...

That 's crazy... even a bit scary. You really have to fight, even on steam, to make people admit that indie (or amateur) game does not automaticaly mean free.

(1 edit)

yes it's really something unexpected, I knew that for free it gets more downloads but not even 1000x, I understood if it was a AAA that cost 60+ but also considering that the price is only 1 for me it's something that doesn't make much sense..

however it's day one here too so it's probably on "recently released demos" or something like that, it will definitely decrease over the next few days, I don't know yet if it actually gives more exposure to the whole game or if it's ultimately just something separate. .

It's true that if something free gets so much more chances that people play it, it explains the microtransition issue perfectly, but I'm not going to do something like that. I would also put it for free so that everyone actually plays it, but if it's not with microtransitions how is it possible to make a profit if the price is 0?..

Deleted post

the sequel thing makes sense.. also having patreons is something that allows to give the game for free, i'll think about it something will come to mind,

yes I came back to think about it because I made the considerations after a month about the discount thing, so I did the demo and I thought that raising the price was also something to do, but then I saw that they download the demo in a lot, (now it's about 1500) so I put the price back, in a while I'll see if the general visibility or players increase in some way..

so i was thinking about adding the VR mode but it would require some work.. redoing all the interaction mechanics then adding and removing things, if i start doing that the result is that the time invested on that game would double at the very least, given the stats of the first month I don't know if it's worth doing, the time I would spend there should be somehow justified..

I really don't know if it depends on the game, it's true that find the key is not a normal game, even though the mechanics are actually the same as games like layer of fear it's not what people look for in a normal horror, it could be something absolutely normal like something bad or something excellent, the truth is that I have no idea. lol

i think people filter on the price too, however i have looked at pretty much every game under 5 most are really bad to me. I mean with glitch bugs and little care on the technical side, things that really would have been enough a little more attention and to fix easily, this is something unacceptable for me..

But maybe they have fun gameplay and an interesting story and people still buy them, I don't know, it's something I have yet to figure out.

yes I have never bought a full price game either, however the point is that it is a dollar .. if I see a game that interests me that costs so little I take it without even thinking about it, or rather I will look for videos if there are any youtube first and i'll have a look so if it looks a bit interesting i'll take it, if i don't like it then it's not a tragedy, i drink a lot of coffee a day..

I don't know, I've never paid for microtransitions or gadgets and I never will, for me it's kind of a scam.. but it's true some people do so ok, I won't do it.. I want a game that's complete now, not with missing pieces or tricks to win first.. i don't care about gadgets, indeed in cybepunk for example my character was naked from start to finish.. (lol) .. but it's true there are people willing to pay for these things, so that's the way the world is..

I don't even know how to interpret free vs $1 such a huge gap, I'll see in a while, some have already made demo videos on youtube, although I saw that they didn't know how to turn on the flashlight one. lol

if putting this thing free the game gets so much visibility it's worth inventing a way to exploit it, really 1000x of difference is not a small one, but I still don't know, maybe it's just a number that doesn't mean anything in practical terms, I'll see in a while..

Deleted post
(3 edits)

for tags yes, there are some more popular than others, but too popular is also not good.. let's say there are 100k horror games, those looking for horror will only see the ones that are best selling or popular, except for a few days in which you are in the newcomers,

so you need to go more specific, for alice's game it might be something like "female lead platformer" or "cartoon style platformer" etc, you need to try to be very specific by using the tags that describe the game as well as using the generic tags, think about the people who are looking for and the elements that your game has, then put them in the tags.. 

however for the tags they are important yes, but I don't think so much as one can expect, there are still a lot of games of the same genre out there.. but it's ok to put a lot of them both specific and generic :)

3d is perceived as something more professional especially when it is photorealistic which requires a lot of work, it is true that on the technical side it is much more difficult to manage, but it is also true that doing 2d on the artistic side is not something easy :)

And do you see a correlation between the length of your game and the price that you can ask for it ?  Do you think people consider it?

(2 edits)

yes, certainly the duration is to be considered when choosing the price.. I don't think that a 100 hour game has more value than a 5 hour one just because it lasts longer,

however the longer it lasts probably the longer it took to develop, if find the key had lasted 10 minutes instead of almost an hour, it would have taken me a lot less time to do.. by no means does that mean that just because it lasts 1 hour it's worth more.

people also consider this:

if I spend x on something that entertains me 100 hours, it's better than if I spend it on something that only entertains me 10 minutes.. so probably for the same price they will choose the game that entertains them more time, but in reality the game that lasts less could be a much better experience.

i am not interested in 100 hour games..just thinking about it that i have to play 100 hours to finish it scares me..it means at least a year to me,for the type of gamer i am a 2-5 hour game is ok for me ,

the only games i finished in one sitting are layers of fear and RE3 remake, or i remember with resident evil 2 on ps1 as a boy, i used to invite my school friends and in one afternoon we would finish it etc

the value of a game is not in its duration, but in the intensity / quality.. but yes, people consider the duration as a purchase parameter :)

Deleted post

when I tried alice's game the duration seemed ok to me, neither too long nor too short, but yes what you say about the price/duration ratio is true... regarding the alpha testers steam also has a function for that, but I didn't elaborate on how it works..

(I didn't even talk about steam curators actually: you can submit your game to the curators, they are normal players who have built the community around something, so if they recommend a game all their subscribers will see it, but most of them just want the game for free, they don't have a real interest in the game and their reviews mean nothing, I would simply recommend not even considering them curators.. that's why maybe I haven't mentioned them,)

yes I've now looked at the stats and actually about half of those who bought it haven't even run it yet, maybe they just got it because it was cheap so they'll try it one day..

for the demo instead I'm already thinking that it doesn't mean anything, for the sales or visibility of the whole game nothing has changed compared to before, however out of 1900 downloads only 18 have started it for the moment, this makes me think that it's bot or that for many people it's just automatic to download any new demo.. but I'll wait a little longer before deciding if it makes any difference or not.

yes 10 minutes of gameplay can be a lot of work, today it took me 4 hours to do something that maybe 5 minutes were enough if I was already capable of doing it..

I don't know, at the moment a lot of things don't make sense to me... I still have to understand a lot of things  :)

Deleted post

Hi Richard sorry for some reason I missed the notification when you replied.. generally the winter season is the best season in terms of sales, it's cold outside and people play more, but usually it's a matter of marketing, if people don't know about your game, they won't play it anyway :)

(1 edit)

ok so i'll update my post about the finished game and now..

I'll start by saying that I also released the second game The Voyager  , but I'll talk about it later before I update on Find The Key.

(always without promotion) 

about the visibility on steam after the first month it goes back to the same as when the page is coming, which means 50-100 views per day, but the only sales will happen only when there are discounts, people seem to ignore completely games that don't have a discount and even something like 10% makes a difference, I don't think it's for small money savings especially on low priced games, but rather that they filter games by higher price/discount ignoring those that don't have discount.

for Find the Key, I made an update including many branches of the path, it doesn't change the general experience at all but each chosen path changes the whole game a bit so the replayability is higher, also to unlock the steam achievements it is possible to do it just replaying the game and choosing different paths etc.

for The Voyager, things went more or less the same way as for Find The Key, considering the difference in price and type of game, we can say that the statistics are perfectly identical, in terms of sales or 0 feedback and reviews, visibility, game completion by players etc. pretty much everything the same. i also left the incoming page for 3 months, it made no difference.

for The Voyager I also used keymailer sending keys to a hundred influencers, it was completely useless and had no effect on the game. even those who asked for the key themselves didn't make any content or even leave a review. which means that it was a waste of time and money because at least your game already doesn't attract clicks, influencers big or small will ignore it.

however, The Voyager and Find the Key are two very different games, and the starting stats are nearly identical, so I can assume that things will be exactly the same, too, and that it doesn't depend on the game. this is both a good thing and a bad thing, as it means that, precisely, it doesn't depend on the game but on other things. in the sense the majority of people finish my games, if people finish the game I can assume that they liked it, personally if I don't like a game I leave it after not even 20 minutes.

but only those who didn't like it or abandoned it before the end will bother to leave a review, and we know that reviews are very important to steam. I read somewhere that it needs 10 reviews from people who bought the game (didn't receive the key and not necessarily positive) before steam decides to recommend it to people more.

so to conclude, in the long run the quality of the game is definitely the crucial factor, but in the initial period of the launch it doesn't really matter the type of game as it just depends on how many people know about it. Sure I'm still talking about minimal quality anyway, but if few people know about it other people like influencers or potential players will either ignore it, think no one has played it or talk about it because it sucks rather than because no one has played it . lol

in the case of indies like us, games are successful because they have their community or patreon ready to buy/review the game positively at launch, so in the long run you will see the difference but without a solid foundation the game won't take off anyway. so I think this is the main thing to think about while developing the game :)

Thanks for reading,

 Edd