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What am I doing wrong?

A topic by Undead Ridley created Dec 12, 2023 Views: 342 Replies: 11
Viewing posts 1 to 5

First time developer, really struggling with the marketing portion. I knew it wouldn't just be an instant jump to fame and glory, but I'm really losing hope here.

I've researched how to market, I've made posts on Facebook, Instagram and Twitter (or X or whatever), all just flatline in a day or two, or just sit at zero forever. I don't have a social media following anywhere, I've never been a social media guy. But is spamming your project on every social platform begging for plays really the best bet here?

There's gotta be something I'm missing, or something I can improve on my page. Something. Is this really what it comes down to?

https://the-undead-ridley.itch.io/suitor

Is there something wrong with my page design? Anything I can improve on? Does anyone have any tips or tricks that can help?

(1 edit) (+2)

Well, let's start with some facts. At the moment there are 872'928 games on itch.io and 45'683 are tagged "horror". This is your competition on itch.io; did you have a look at them? The name "Suitor" (title of your game) is already present 8 times ! (all non horror games). Now to subjective opinions: your trailer didn't scare me in the least (and I scare very easy). You promise "A horror experience truly unlike any other" and then show a cute cartoony beast that does nothing special, only chasing me. Your screenshots tell me nothing and are like every 8/15 screenshot in a "alone in a dark house" game. In what is your game different from a normal chase /flee from an enemy game? What is special in your game that differentiates it from other horror games? From your game page I cannot guess. Another point: the appearance of your monster is not scary, so don't show it or change it. What we fear most is the unknown and everyone has a special monster-image in mind: showing the monster is always dangerous, so, if you have to, show it as late in the game as possible, not in the trailer. It is possible that your game is indeed a indie-horror pearl, but your game page doesn't entice me to play your game. Hawkzombie is a youtuber that plays and comments indie horror games: have a look at his videos, there is a lot to learn there! https://www.youtube.com/@HawkZombie 

I genuinely appreciate the blunt feedback. I will admit, the appearance of our star is NOT what I had in mind, but we lost contact with our modeler and do not have the funds to get a better one, so this is what we got stuck with. We're doing the best with what we have.

What is supposed to set us apart is how intelligent the AI is, and how it interacts with the environment to slowly remove your options of escape as you carry on, forcing you to change up your plans on the fly. I suppose I didn't do a great job at conveying that.

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"Unusually clever AI"; yes, that's interesting, but ... If your game were a cake, the clever AI would be the taste, and I cannot taste the cake if I don't eat it. So, what makes me eat the cake? The appearance, probably. The frosting, the cream, the decorations. I remember how much I like this kind of cake, and I bite. So what is "appearance" in your game? It may be interesting and intriguing screenshots or gameplay videos, but mostly it is motivation conveyed, for instance,  by an interesting story. As Redonihunter said before me. 

The story tells me why I should enter this house and brave the horrors in it. 

Is there a treasure? Rich great aunt Marbella, the old witch, died and left me nothing in her testament but I know the money must be somewhere. She didn't trust banks, so it must be hidden in her house. And she was more than a bit mad, so her keeping a strange house pet wouldn't be surprising either.

Persons in distress? I received a strange letter from an old friend; he/she urgently needs my help. I'm no hero and have other worries right now, but he/she once saved my life, so how can I deny him/her my help? And it's not much he/she is asking: just retrieve an old picture from an abandoned house.

A stupid bet with a peer? Yes, I was drunk and Jack knows exactly what buttons to push when I'm in that state. I could forget the whole thing if not for my pride. I'll show the little bastard that I'm not afraid of entering that accursed house if it's the last thing I do.

And so on. As Redonihunter already said, it must not be complicated, but it must convey a motivation for our player to enter that house.

About the model. In the first story, it would fit as it is: great ant Marbella's cute little pet. Otherwise, there are a lot of free characters you can choose from in the Unity asset store.

I hope you keep on working on your game: make it interesting and scary as hell!

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Did not play the game, but my guess would be, it is the often seen setting of player waking up in a strange environment and there come the creepers. Oh wait, did I talk about Minecraft?

Could be a hidden observer setting. Kidnapping people and making them get eaten by your pet monster. Or the usual horror setting of a lab experiment gone wrong.

But yeah, it needs some incentive to even try the game. Could be eye candy. Could be story. Boasting a unique enemy AI might not be the best option. Who is gonna believe that?

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I do have a love of scaring people, and I have PLENTY of projects planned that will be straight up scary as all hell. 

However, I guess Suitor falls more under slasher horror, it isn't really targeted at being directly scary at face value. The fear comes from the atmosphere, the feeling of relentless pursuit by a towering beast that's tearing the place apart to get to you, not slowing down for anything. The feeling of the inescapable and the thrill of the chase, that's the goal anyway. 

It's hard to scare people nowadays, myself included. I've been invested in the horror genre so long I'm numb to pretty much everything, except for good atmosphere and a sense of danger quickly approaching despite what you try to escape it. And I kind of knew right away my creature designs weren't going to be overly scary to seasoned vets like myself, so the feeling overall is more towards threatening and powerful, which I thought would still be good enough motivation to run the other direction.

That's more what we're leaning on with this one. But if you want traditional nightmare fuel and jumpscares, stay tuned. I've got some ideas I think you'd love.

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Hello. Yes marketing can be quite difficult. The idea is to find a core audience. I focused on old school and obscure stuff so I used that to spread my reach on online forums. It's been slow lately but I aimed to have links all over. Forums, discord, YouTube, Facebook and Reddit. Regardless of your audience type it takes time and patience. It's easy to sink in the ocean of the internet. Just aim for clickable links that will remain prominent. Streamers can help aswell. As for indie horror like the other user stated it's a very saturated market at the moment. It's quite difficult to stand out from  the pack. There is a real trend for these games at the moment. Also a variety of content can help expand your horizons. I'm not expert at all and I have only basic skills but I far exceeded my original expectations on here in terms of followers and downloads. Good luck don't give up just roll with the waves and things will go up and down. Dont give in just chip away at it and build yourself up.

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I don't have a social media following anywhere
I've made posts on Facebook, Instagram and Twitter

Do you see the contradiction? You need to be already known to leverage your followers.

If we assume accuracy in ranking (it is not accurate), you are on place 22 of 38 in this list. What are places 23-38 doing wronger than you? What are places 1-21 doing less wrong than you? (Note: I do not know any game from that list. This might be, because I have different opinions about those tags - they are somewhat redundant - and mostly because I do not seek out horror in general)

https://itch.io/games/tag-3d/tag-horror/tag-stealth/tag-survival-horror

Concerning your yt video. Look at the numbers of your gameplay video vs the numbers of your release trailer. This is small numbers, but I see a trend. People do not like to watch trailers for stuff they did not wait for. It is advertisement. Why watch yt advertisement to watch yet another advertisement. But people like let's play videos.

Concerning your game page. Could be better. Longer mostly. Screenshots are quite bland. It is a horror game. The shots add nothing to that information. Why is there no alibi story about a genetic mutated aligator in a science laboratory or whatever excuse. People like stories and settings. There is no motivation. An unknown person runs away from a green human raptor thingy or whatever. Why. Where. Is there a goal? Your advertisement is like for an arcade game, you only stress the dexterity aspect of the game and some supposed uniqueness. The mystery setting might have worked for Slender Man, as such games were rare and new. But as was stated before, there are just so many "horror" games. 

The description and screenshots of your other game is better. But you could tag more interesting tags, instead of the generic overused ones. Also, everythign here is indie, I think it funny that you and 20k other games bother to tag it.

While things in this thread might sound harsh, the truth is, that of that near million indie games on itch and you could play one horror game each day for years and not scratch the surface. You could do everything right and still drown in obscurity in all the other games that try to do what you do.

And this might be a translation thing, but suitor has a quite overwhelming non horror meanings. Is the monster courting the player, or asking to sign a petition? ;-)

suitor /soo͞′tər/
noun
A man who is courting a woman.
A person who makes a petition or request.
A person who sues in court; a plaintiff; a petitioner.

I choose not to see it as harsh, but just blunt and honest, which is what I need. I need the blunt feedback to know what I need to change and fix. I appreciate your thoughts, the tags were VERY redundant, I really just didn't know what tags to use at all.


I didn't go for story cause honestly Suitor was born from me being tired of the trend of Indie Horror Games having sloppy world building and pointless easter eggs just meant to ride the coattails of FNaF's YouTube theory craze. It doesn't have a super complex story and this specific build is basically a test run that is canonical, but not at all connected to the Story of the full game. But I do see what you mean, a story is very important regardless of intent. I should work on that.

Thank you for the feedback!


Also, the title Suitor is a play on the term for one who is Suitable for something, in this case a Suitable Host. It is a confusing title, but it's just stuck for as long as I've been working on the project.

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Your "story" need not be long or complex. Look at the "story" of those Mario games: hero tries to save the princess from ... a turtle. And if I recall correctly, the story of Slender Man was: you are camping in the woods and at night creepy things happen.

While those are more like a setting and not a story, there was not that much lore coming up to flesh out the story. I never learned why a plumber felt chosen to rescue the princess. Only that they all like to race in karts and that Mario has a brother.

English is not my native language, but to my understanding and the context given, a suitor would be the person doing the activity. Suited would be the quality you want him to have for being a host. But no matter how I think about hit, if the player is the Suitor, it would imply that he is willing to do that and seeks out to solicit himself as a host. It would make a creepy (and fittingly) sense, if the monster is the suitor, advancing itself and literally courting the player and or making him suitable. But frankly, I did not get, if the player or the monster is supposed to be the suitor or if it has a different meaning.

(+1)

Oh, a podcaster exploring strange things and getting more than bargained for.

He could try to snap some photos of the monster for bonus points ;-)

Precisely!