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My first week on itch.io with LandR

A topic by pragmaticus created Oct 07, 2018 Views: 1,469 Replies: 6
Viewing posts 1 to 6
(3 edits) (+2)

I decided to release the demo of my first indie game and I want to give you a short insight into the statistics, regarding views and downloads I obtained in my first week on itch.io.

The game i’m talking about is LandR. It’s a puzzle platformer with an unconventional control scheme. Instead of controlling one character, you have to control two, each with one hand. If you interested in playing the demo, you can grab a copy on https://playlandr.itch.io/landr


As you can see in the  diagram, i had a real tough start. There were only a few downloads in the first two days. After that, the downloads and views gone up to over 50 a day. After the fourth day the downloads started to decrease rapidly, because the game wasn’t listed on the front page's "Fresh Games" section anymore and went down in the "new" categories . These are not big numbers, but i like the idea of people playing my game and even maybe enjoying it. I got overall good feedback, which made me kind of proud and helped me to enhance my game.


The listing of sources, where people found the link to my store page, shows that the main source was itch’s front page. The second-highest source is twitter, where i posted some gifs and videos about the game. The listing also shows that i got a few of clicks from the platform specific categories of itch.io, which is an indicator that it’s a good idea to build your game for all major platforms. The clicks from reddit are from a thread, on which i failed to start a conversation about my game and apparently somebody looked up my game on google.


That’s it. I hope my insights are useful for someone. How was your first week on itch.io? Any thoughts or tips you want to share?

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Getting featured on the Itch front page is a massive boost, and those numbers are mightily impressive compared to my games. I've never been featured :-(

I like the sound of your game BTW, interesting mechanic! 

One new thing I'm trying is becoming more involved in the Itch community - probably won't make any difference but worth a try. I view Itch as my primary portal for even my commercial game - sure I'd sell more on Steam but I much prefer Itch. 

First of all, thanks for your feedback. The front page part of my post was a bit misleading. I haven't been featured, but was listed  in the "Fresh Games" section of the front page, for a while.  I think trying to get involved in the Itch community is a good approach. Not only  to get your game out there, but more importantly to get feedback and inspiration regarding game-development in general.

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Here's how my most recent game Jump Jolt is doing in its first week:


As your game Landr, the spike is very much down to being listed in the fresh section on the front page for a bit.  The downward trend correlates with the game gradually disappearing from the front page.



It's interesting to compare the trend with my previous game Holey Suit, which I released over a year ago.  That time round I got a feature spot, so the effect is a bit more prolonged as it took a while for the game to completely move off the home page.

Something further I can share, is how Holey Suit did since its release - over a year!


Basically it had a good run, and I was lucky to get that feature spot.  However don't expect your game to stay in the limelight very long!  Past the initial boost, being featured or listed in new/fresh, seldom few users will stumble across your title.  Obscurity is the norm.

Twitter promotion has always worked moderately, but the impact is negligible compared to a feature / appearing on the front page.  Truth is there are a lot of titles released each day, so it's a battle to get up the pecking order - but it definitely yields the most impact.

I got a advice, in the discord channel,  to do some marketing before i launch my game (which i haven't done, because i got the advice when i already was online) This way, you could get more out of the first pike, like we see it in your statistics . Did you have a reasonable userbase, followers, etc. when you launched Holey Suit?

Nope, no following.  I posted on Release Announcement and the post got picked up by leafo - I guess I lucked out!

Itch.io guidelines advise to give that all important announcement post some love.  Back then I made a point of showcasing the game by having a cool looking GIF - something with a bang, must have been catchy enough!

I wrote a few devblogs on my website that cover the journey of Holey Suit on both itch.io and Gamejolt from a marketing perspective, if you fancy a longer read!

https://hotchpotch.games/holey-suit-dev-blog-5

https://hotchpotch.games/holey-suit-dev-blog-6

https://hotchpotch.games/holey-suit-dev-blog-7

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Mhm, this is really a good example for a catchy gif. 

Itch sent me an email with some instructions how to best announce my game. Following these instructions can give you a good kick start. It seems you did a good job. In my case, tweeting my announcement to @itchio and them picking it up, helped a lot . 

I also used a gif for showcasing the game, although not as cool as yours.