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Why aren't I getting noticed?

A topic by Ansel games created Dec 13, 2023 Views: 2,256 Replies: 68
Viewing posts 1 to 19
(+3)

Made a game in 20 days, it gets lots of views(40 as of the time I wrote this) but only little downloads(4). I have made many other games and written many other books, its almost the same for all of them. All my paid stuff has never gotten an individual sale before, my full gross revenue($136.35) was all gotten from bundles I host or join. When somebody(physical) reads my book or plays my game, I get a good comment but still it all comes to the same question then Why aren't I getting Noticed.

I am probably not the first person to ask this question and probably not the last. I have seen lot of other devs page and see comments and ratings but mine 2 or none. I have been pissed off lately and starting to rethink my Software Engineer/Game Designer career. Maybe I am not designing my page well. Help me  decide

https://ansel-games.itch.io/

I have been on itch.io for 3 years now but my dashboard still says


Is this good or bad?

(+5)

As sad as it can be sometimes, the game development industry is so heavily saturated it can be difficult to get noticed. 

There are hundreds of projects on itch.io that are very similiar in style and gameplay. It does not matter if you've put hundreds of hours into making a game if dozens of other people have also spent hundreds of hours to make games that are similiar to yours.

As a developer, your projects alone will not set you apart from the crowd. You need to be able to connect to your audience on an emotional level.

For example, Johan Gronvall the developer of Bopl Battle creates YouTube Shorts to talk about his game. He's even taken recommendations from his audience and implemented them in the game. When he finally released Bopl Battle, the people that followed his YouTube Channel were super hyped and purchased the game (some even did Let's Play videos).

 You can’t just post a game and expect the money to roll in. You need to convince your audience that the game is worth their time, attention, and money, ideally before they even land on your project page. How you do that is up to you.

(+1)

Thanks Pop Shop Packs. I think I have learnt a thing or to make my game better.

Moderator(+5)

There are almost 900K games on itch.io right now. Becoming popular takes time, and active marketing effort. Keep doing what works, and try new things. And have a presence outside itch.io! Your creator profile doesn't link to any site or social media.

(+1)

I do have a presence outside itch.io, on game jolt but it has become more of a social media platform than a game market

Moderator (1 edit) (+2)

I don't mean on another game store. I have two websites, and take part in several online communities. By the way: people can see your community profile. It's not nice to spam. Please talk to us. This hobby is more than promoting your own stuff.

Deleted 314 days ago
Moderator(+1)

Please make your own topic instead of spamming an unrelated discussion.

I got notified, are you referring to me?

Moderator

No, to the deleted message I replied to. Sorry about that.

No worries.

(+2)

Well, uh, that's $136.34 in revenue that I don't have on Itch - I have a grand total of $0.00. So, hey, that's at least one person here that you're getting paid more than! Gotta count the small blessings, I guess!

Honestly though, it's hard to get noticed when the platform's flooded with other games. You'll need to stand out - and you might probably want to start by making your game covers look more attractive imo. People won't know how good our coding and gameplay are if they won't even click on the game cover to take a look because our game doesn't look as nicely designed as the others lined up next to it. That's what competition is.

If you're looking at other developers' pages and seeing that they're getting ratings and comments, why not look at how they've designed their pages, game covers and where they've been promoting? You can learn a lot from that. I periodically look up popular games and check their pages and covers out. I'd look at the colors and fonts they're using and how they're describing themselves in their profile pages.

Anyway, try not to let your experience on Itch deter you from your passion if engineering is really what you want to do. Sure, you won't be able to code the stuff you want, the way you want and there are numerous death marches along the road, but I'd say software engineering pays bills and you might meet some good bros there if you maintain a good attitude.

As for game design... you can give it a try as a career, but I've heard that it's extremely saturated. Still, nothing ventured, nothing gained.

Good luck!

Thanks for the inspiration

Hey, no problem

(+1)

If your aim is only to get noticed I would recommend making your games free and also having them playable in browser. There are so many games on Itch that many people just ignore ones that require payment to play. People also generally don't want to download games, due to the general hastle and possible security concerns. Having games playable in the browser will make sure they can be played on Win/Linux PC and Mac too. Also, if your games' formats support it, try to make them playable on mobile (touch controls and 'chunkier' graphics that can be easily understood on a small display) and laptops (don't require use of a numpad or complicated interaction with a pointing device that would be hard to do with a trackpad) as well. That will help make sure you have the widest possible potential audiance.

Maybe

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I second this! I personally tend to play browser games as first preference myself, so I suppose that's where my bias comes from. There's a lot less hassle overall and you don't need to jump through hoops to enjoy something simple. I can't speak for other players but I'd still be online and logged in after playing it and would usually remember to comment or rate. It's still fresh on my mind, after all.

Even  a demo is fine - I've played demos on the browser and commented right after since I at least had enjoyed the demo version. I feel more people might consider buying or downloading a game if they could try it out on a browser first without any hassle to quickly make a decision. Sometimes I download games and forget I've downloaded them, only to discover I'd actually downloaded it weeks later, and have unfortunately already lost interest in it.

But if a web version isn't possible for a demo due to limitations, a free download would work just as fine, imo. Multiple screenshots also help if a demo isn't available. At least as a potential buyer I'd know what to expect, aha!

EDIT: THESE FORKING TYPOSSSSS

(+1)

Before you started developing games, how many "indie" games did you buy? Was this a thing to do? How did you notice them?

"Indie" is a mark of quality to boast on Steam. Why? Because indie games are great? No. Because there are so many indie games and everyone and their dog can make a simple game in a couple days in one of those game engines. It is like all those people singing under the shower and showing up for auditions of those casting shows.

But being professional, as in: being able to live of the activity, is hard, very hard. If an indie developer made it to this stage, it is a thing to boast about.

It is similar to how there are millions of youtubers. But how many of them do you know? A hundred maybe?

So to answer your question with another question: Why should you get noticed? There are literally thousands upon thousands of other indiehobby developers trying the very same thing.

In my opinion, "indie" is used wrong as a term, here on itch. Non professionals use it to describe themselves. But indie still means professional game developer that is currently not working for a major studio. It does not mean doodling games as a hobby and waiting to be discovered. And the waiting is the key word here. You need marketing to get noticed. Within itch that is luck based. All you can do, is make your stuff easily findable for the people that might look for it. Like tagging it, have appealing descriptions for your target audience, having good description that google will find and so on. But it still is luck based and you should do marketing outside of itch. A good approach might be to cater to some nieche audience that would seek you out and thus notice you. But competing against all the other devs, well, they try the same as you and if they made a game, their skills are probably not worse than yours.

And an even better approach would be to make games that are fun for you to make. Unless you do be a real developer with years of education of doing your work, it is a hobby. Not a profession where you are currently out of paying work.

(1 edit) (+1)

Yes,  Indie = Independent (from big companies/sponsors). 

Unfortunately, there are a lot  confusion between amateur game development and indie game development out there.

It's fine to be an amateur, everybody needs a beginning before becoming professional, I'm an amateur music composer myself, but I'd never describe me as an indie music developer just because of that

(+1)

I think freelance would be another word. Though there are indie studios as well. The people working there are not independant as such, the whole studio is. I am not sure where the line is, to separate non indie from indie. Something like Amplitude has tags indie for Endless Space 2, but not for Humankind. If we wanna take the consensus tagging on Steam as a measure.

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You have made some decent money there. Lots of people on here have barely made anything and I'm sure they have put many hours in for little or no reward. Dropping your paywall back  to donations can help. It's less money in your pocket but expands your audience. I've mentioned this a few times on here . Money is tight at the moment for a lot of  people and most of people on this site are younger. They may even come here especially to find free games.  I wouldn't go aspiring to be a game Dev on the solo. Pocket money maybe or on the side. Most professional people can make up to $100 an hour on a regular day job.  So it's no worth it when it's $136 over 3 years. Less than 50c a day. Get paid more doing online surveys for 15 minutes a day instead. 

The paid games with no demo from ... less known developers on itch always baffle me.

Granted, not all people using itch know certain things about itch and steam. You can give back a game on steam within 2 hours, no questions asked. If you see an interesting game you can try. And all games sold on steam went through a painful process that costs 100 bucks upfront and has some kind of barrier that I do not know the specifics of, but devs asking for their game to be wishlisted on steam speaks volumes. You can't just release your stuff on steam.

On itch any hobby dev that manages to fill out the tax questions can "release" their paid games. That does not say those games are bad, but why release the game without a playable demo? Is the game so bad, that I would not buy, if I played the demo?

Yeah, I know, it is said that pay what you want often gives more money than paid, but the choice is the devloper's how to release the game. But I deem it publishing suicide to not release at least a demo if not a free public version on this platform. Know your audience! There are people (the majority I assume) that will not glance a first or second time at games with no free playable stuff.

Steam method is a shitty method. Never used it probably never will. It's like renting a game. I'll go out of my way for a real physical copy everytime if I want it enough. Support doesn't last long. They are dropping El capitan support in 3 weeks. I Only got around to upgrading to El capitan like 2 weeks ago. So maybe 2months I'd get out of steam if I was lucky. Demos are a must. You are right

I think you're right

I would guess the number of indie games that are available on physical media tends to be near zero. And any updates would have to come via the net anyways. Even physical console games only save you a little download, as the patches come over the net.

And wait a minute. You upgraded to El Capitan? That is mac, is it not? The internet tells me, that el capitan stopped getting security upgrades in 2018. You "upgraded" to a 5 year out of date OS? Seriously?

Yep sure did l. I Only upgraded from Snow leopard in  late 2021

I agree with you. That is one of the reasons I dont like Patreon very much. I mostly download a free version of the game and play it. If I like it a lot and if I'm interested in following parts I decide to pay for it.  What I dont want is a monthly subscription that requests monthly payments until the next update of the game is available. With some games it lasts 6 months or more and you pay for every month waiting.

Nothing worse than subscriptions. I found I spent more time updating my PS4 than actually playing it. 

Okay I get you're saying. I probably have to make all my games free to gain more name

Uhm. I said, I do not understand why some developers release their games as paid with no demo version.

If there is a good reason to do so, I would be curious to hear it. (And then explain why the reason is not good at all ;-)

You do not need to give away your games or switch to pay what you want, but consider having a demo version. You just cannot try out a game that is paid with no demo. Downloading a demo is a smaller hurdle than paying for an unknown game from an unknown developer. An even smaller hurdle is having a html5 version of the paid game. A rather popular example would be Backpack Hero. You can play it as a webgame, despite the game being paid only. It is an older version, but you still can try out the game concept without payment.

I get what you're saying now. I am trying a method here, I will make my game free for a limited amount of time and then change it back to paid. The downloads already started rolling in and I think its working

The best way is to make the first parts/chapters for free and then encourage the users who like the game to buy the full version. I dont mind to pay 10$ or more for the full version when I like the first chapters.

Thanks for the feedback 

(+1)

Let's be real here, heavy clickbait is the only way to be "noticed". Nothing to do with the quality of a game, there's plently of bad games that get extremely popular simply because they're clickbaitable. However those games die out rather quickly, clickbait attracts an audience and quality keeps an audience. The games that get popular always make use of things like buzzwords and well known ideas and topics, like being "inspired by another game". Clones of games and concepts tend to take off more than unique ones now but that's likely because that is all that's ever done now. Especially on here, you're only going to get popular right away if you make some average clickbaity horror game. The people making unique games already have a following, so they're able to do so. It's unfortunate but the only real way to be noticed right away to follow clickbaity trends. 

I don't get what you are saying

(1 edit) (+1)

He says your game thumbnails are not clickbaitenticing ;-)

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Hmm. Cant reply to the post above.

I believe this clickbait thing is less true for itch and more true for youtube.

It might be true for the casual gamers flocking here from some youtube videos with those thumbnails with big open eyes and shocked expression of the youtuber.

I played this game for 5 minutes and this is what happened...

Nahh, I have hopes that gamers are more resilient against clickbait. And I have not yet the impression that developers try to use clickbait. But maybe I am browsing for the wrong type of games. If this is a thing for horror games, maybe it is limited to such baity games. Usually I browse for interesting tags or related games. The thumbnail is some kind of mini trailer, and if this would spell clickbait, it typically would not be interesting, as a game. I expect a glimpse of the art style, the general setting of the game, some clues what this is or is not. Clickbait would send all the wrong signals.

Not really, just take a look at Top Sellers and Top Rated. I see a wide range of genres that are clearly getting attention and are not just buzzword salad like you claim.

I'm referring to the popular page.

Well that's not an accurate way to judge how games become successful. I mean, you're the one who has made two horror games yourself... so how's that going?

Still referring to the popular section, the question was about getting attention or at least being noticed, not success. I said keeping an audience was about quality and would lead to success, but reading the question that was asked I didn't the topic of success being brought up. So I assumed it wasn't part of the question.

(+2)

Most likely the 20-80 rule is in effect. The top 20% earns 80% of the revenue while the remaining 80% will have to share the remaining 20% of the revenue.

Some of it is luck, but the games that are successful tends to have good marketing.

Marketing does not mean advertisements though. Rather it means market segmentation, find your niche and appeal to it. Build and interact with the community to generate hype. Make a game that is good enough.

The better mousetrap fallacy is in full effect, you can make the best game there is, but if no one knows about it what's the point? But shotgun advertisement is a very bad way to build awareness. You want to target your marketing efforts to your core audience. If your game can have a playable demo it should have one.

I will think about it. But what if the game is free?

Moderator(+2)

Even free games have to be discovered, and cost the player attention.

(1 edit) (+1)

it takes some time to get noticed but soon you will get followers

especially if you post in your game engine forum

You're right. That's where most of the downloads came from

(+3)

Your games need a hook, something to pull users in. You also need to present them visually more aesthetically,. People are in general a tad shallow so something that looks pretty will get far more eyes than something that may be technically good but looks drab. Ever thought to turning to AI image generators to aid development?  My art skills are shocking and asset stores are saturated with the same old junk so I have turned to AI image generation. I wrote a dev log on it here if you want to take a look https://mrmop44.itch.io/aria/devlog/651117/ai-assisted-development. I'm a game dev with 30+ years experience, worked on all sorts from Doom to Need for Speed but I can't draw anything, I'm a coder and in general people do not like coder art.

(+1)

I love the way you arranged the page but filling it up with AI art is very dangerous and scammy

(+2)

AI is dangerous and scammy? Not sure what any of that means

I do not think he does either. Complaining about AI art on a page that is supposed to be an AI art blog of sorts. Maybe some misunderstanding.

I can't help with your original query I'm afraid. I have had much less success myself, even relatively speaking as I have only one demo here so far. I'll worry more about it when I have a finished game to promote, but in the meantime am trying to slowly grow as much interest as possible around the project before release. There's a lot of extraneous material for my game as it's a story heavy game with a lot of world building so I have a blog that ties into it people can follow, I'm planning a book that ties in with it too an I'm hoping all that will help get the word out as I finish building the project. Anyway, what I did want to say was I had a go at Catch Me Not, it's good. I like the music and your animations, so I gave you a follow. 

(+1)

Thanks, I spent a lot of time making the game(2 weeks). You can rate if you are able to

I've been working on my current project for a couple of years.  I'm impressed you did that in two weeks!

It was just to get the backend code and logic and the visual part is simple

A good suggestion is to interact with your community.

Good luck and have fun!

(+1)

The Turtle won the foot race, if I remember.

VERY FUNNY

Sorry, I checked your games but I found nothing interesting enough to give it a try.

Really what do you think I need?

If you give me your Mail I will send you a report about the games I played and what I liked or disliked. Of course I could not guarantee that it will help you, because it will be my personal opinion . I will also agree to play some of yourt games and give you a feedbach.

anselgames2021@gmail.com

Several months ago I started to play adult Visual Novels with the game "Summertime Saga". After that  I got addicted and played "Treasure of Nadia" and  "The Gesesis Order".  Both games I did not finish because the search for items and quests turned more and more complicated. I quickly found some other games with a less complicated storyline, better graphics and more lewed scenes. I absolutely loved "Eternum" and Ripples.

(1 edit)

So you love NFSW games more

Yes I do.  The reason might be that I'm already 71 years old.

(+1)

Marketing.

A good traffic giver for games is Reddit.
But you have to post in the proper niche, in the right way, and at the right time,
if your new to it, you should hang out a while posting comments before you post links.

I see you don't have any browser games. A browser game can help bring people to your page.
A web demo of a executable game your trying to sell, is a must, in my opinion, for marketing.
Because you can put a link in the game itself, and then place that web game on all the web game portals.
Newgrounds, indiexpo, y8, gamejolt, itch.
And your web game/demo should have a link, in the games hud, to your itch page or steam page.

(+1)

I am on Gamejolt and on Reddit. Thanks

(4 edits) (+1)

Big movies and big games have a massive investment in marketing, why do you think big companies with recognizable names and brands still spends what me and you will gain in our whole life just in marketing? Because getting people to notice your stuff is the hardest part.

If you are really serious about your projects then you are thinking about investing your personal money into your projects, and that includes the money that goes into marketing. This basically means paying for twitter/facebook/instagram/reddit/google to advertise your stuff. Pay to have your stuff appear as an add in the same way you are bombarded with thousands of adds everytime you enter the internet (if the big ones needs to do it, imagine for unknow people like you and me?).

(1 edit)

You're right, Thanks

(+1)

Dont worry about people noticing your stuff, be happy about what you made.

Im just now starting out. I only have 24 views, 2 followers, and no gross revenue but I am happy. Be grateful for the things you already have.

Thanks