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Promoting your game a second time on Itch?

A topic by BlumeGameStudio created Feb 27, 2023 Views: 1,972 Replies: 3
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Is there a way to re promote your game to get more eyes on it for testing? Maybe  a way to pay for advertisement placement for a few days on itchio to get some more testers and feedback?  

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To my knowledge, there is currently no way to pay to advertise on Itch.io .

You can post devlogs when you have updates about your project, which will help people notice your project and potentially give it a go.

Ya, I had that feeling.   Thanks for responding and letting me know..

If you post a content update that adds something of value to the game, and associated devlog, that can give it renewed attention and create signals that boost it in site rankings for a while.

Also as usual I will advise posting backlinks - that is, mention your work on social media, post intriguing and compelling images / screenshots on the likes of Instagram and Pinterest, video teaser/trailer on Youtube, etc. That all helps people find the game and takes time but is not costly financially.

Similarly, forum and blog posts, if you have a blog, or some online forums, discussion boards you frequent then you may want to make a blog post, and make the game present as a forum signature. If you have a website set up for your game that also helps.

Finally, third realistic option is paid ad campaigns. If the game is a serious commercial venture and is a paid product it might be worth it. Find the right keywords relating to the game, or use banner ad spaces on sites which are relevant in audience. I know, nobody much does banner ads these days but if you have a beautiful, focused and legible ad and better yet, one that is animated, you can gain hundreds of thousands of views and dozens or hundreds of interested real people clicking your ad, for a dollar in the right spots. 

The fourth note here is if you have a paid game do have some freebies available eg a demo, and maybe extras like wallpapers, OST, making of materials, etc. Some stuff to draw people in who are not immediately inclined to buy.

Finally, the game has to be good, and look good and be playable and fun, and that is all the more true if it is a paid thing. All the promotion in the world will not help if there is nothing cool about your game that makes people want to play it.

There is a business concept called USP. Unique Selling Point. This is the thing that your game does that makes it distinct from others of its genre. It may be aesthetic (truly unusual art style and/or highly creative sound design), it may be a special unusual game mechanic or hybridization of some element of other genres, it may be a compelling and surprising story premise that hooks players.

In the case of some of my stuff I am trying to wrap up in 2026, it's the aesthetic that is the novelty. I have Miniature Minigolf, aka miniature miniature golf, a minigolf game with miniature art courses done in O scale, as in, I physically built them with a ton of model making methods, scratchbuilding them like a model railroad. And while the look is VERY handmade and stop motiony, the handmade courses were also scanned with NeRFs (neural radiance fields, a successor to older photogrammetry methods) so I could simulate water flowing through the courses in little creeks etc and have those fluids reflect a scan of the miniature surroundings. A few other digital animated elements are similarly well integrated in lighting and shadows and textured to look like little clay or scratchbuilt models, so the boundary between miniature and the occasional animated digital object is nearly indiscernible.

Similar aesthetic is being used in Miniature Multiverse, another little project in development,  which I have described as a Mystlike adventure game on the easier end of the genre (first person, panoramic 360 degree nodal interface like Myst III Exile, Myst IV, Scratches, Schizm...) but it is all first person exploration of over a dozen sprawling and very detailed, realistic looking scale mini model environs. Each with a few areas. The worlds all built in garage, on huge sheets of cardboard and there was a whole experimental process trying to figure out how to capture the nodes. And again, the miniatures and digital extensions had to match well. Models were matched in a mapping and planning phase, to digital settings built in parallel and the models were extended again with digital skies and seas and other stuff surrounding the mini worlds. So each node involved a lot of painting out of garage stuff to replace the sky, etc with a 3d skydome and not... garage roof. 

Be creative and do something that is like what other people are doing but with some twist that sets it as distinct from the rest of its category. That twist is your USP and creates a specific appeal your game will have that others won't.

Here's my profile: matthornb.itch.io. It's just a ton of gamedev asset packs now, but they're quite good and they have a combined total of 17 five star ratings so far. The asset sales will help me get gamedev projects over the finish line in the next year. Some 2026 indie game projects are teased as well as a handful of unreleased asset packs set to go live by end of 2025 so that clearly is confusing, especially with such items posted below some major paid asset packs that *are* released already and being actively updated and expanded now and then. I include the unreleased stuff as preorder material, in sales on holidays so you can get all asset packs with the 3000+ asset files and rising, and early preorders of indie games bundled all together for like $2 or less during most holidays.

My aim there usually is to price really low during sales and make up for it in volume of audience, and hopefully that will work.

So far it seems to be effective.