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What are some ways you've "revived" your game after a bad launch?

A topic by War created 78 days ago Views: 464 Replies: 19
Viewing posts 1 to 13
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I published a free game last year called In Between. It took me a while to make and I am proud of it, but, it completely flopped on launch, having 5 total downloads currently. This saddens me quite a bit as I really wanted people to play it and share their experiences with me but the game seems to not even be indexed in it's own tags anymore. So I've been trying ever since to "revive" it, i.e., gather new attention around it in hopes of it gathering attraction on its own again.


Don't get me wrong, I know that there is a lot of luck involved with this and not every game you make will explode just because you poured your heart into it, so I'm talking about direct and useful ways to you've managed to bring some new eyes to your games.

I remember seeing someone talking about making your game paid and then giving it a 100% discount on sales so it gets boosts. I don't really like this idea as it feel slimy and it just doesn't sit well with me.


Please share your stories so me and other people may, hopefully, begin sharing their games with the world again!

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Bump because I would like an answer too

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I think my suggestion would be seeing if you could participate in one or two co-op bundles, to build exposure.

That said… I don’t have any recommendations for what co-op bundles to participate in. Meaning, it’s just more of a general suggestion.

Ay, a suggestion is a suggestion, I appreciate it. Thanks.

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Could submit it to this bundle here Bundle for Cancer Research submissions! - itch.io

Also if you can do a web version put it on newgrounds and it will be seen by a lot of people

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Submitted. Thanks for the advice, I'll look into a possible newgrounds version, but there are a lot of system within the game that make a web version hard to pivot to.

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I’m going through the same situation, but it’s important not to lower your head, brother, one day your time to shine will come.

Yours too brother. Keep going strong!

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Not as a way to "revive" but I post devlogs about bigger updates, which seems to have an effect.
Edit: Your game looks great by the way!!

Thank you! That's good advice, I used to do that when the game was still in development, but now I have basically finished the game, so updates are not something that I am making.

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the game seems to not even be indexed in it's own tags anymore

The game is currently indexed. But you have about the most generic user name and game name.

Game looks like you could make a web version out of it. Might get more plays this way, but you still would have people see the game for that.

I agree with the comment above. Having a generic (or simply put lame name) for a game, and a thumbnail that shows the name, is not the best approach. Ask yourself, what do you understand or imagine if you read and see a thumbnail like yours?
Another agree on the web version, demo at least in case the full game is paid. That will expand the exposure a bit, but not vast unless my last point is achieved. 
The game needs to be good and fun to play, so it would compete with the other thousands of games which are released at Itchio per month.

Still, if this is your first game, or solo game, from media assets the game looks decent. Good luck with the revival, although it might be really harsh to pull that out.

Deleted 75 days ago
Moderator(+1)

Please don't spam unrelated topics. Thanks.

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A mí me pasó con un proyecto que lancé sin mucha visibilidad ni pulido, y la verdad quedó en el olvido por un rato. Después, gracias a lo que fui aprendiendo en la carrera de Programación de Videojuegos en la UNIAT, me enfoqué en mejorar el gameplay, pulir detalles visuales y, sobre todo, trabajar mejor la comunicación del juego. Rehacer el tráiler, actualizar la página con gifs llamativos y meterme en comunidades a compartir avances ayudó muchísimo. A veces no es rehacer todo, sino presentar mejor lo que ya tenés.

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Makes sense. I do feel like my game has a good trailer, gifs and thumbnail, I believe I was unlucky with the launch timing, but one thing I know I'm bad at is the communities, I really don't know where to share it. I usually do so through my social medias, but that doesn't feel like it is enough. Thanks for the tips!

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animo bro tu puedes

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Get people to play.

You need to understand that this is something you have to do. Noone will find your game by themselves, given how loud the world is we live in.

Promote it, write to influencers, do everything you can.

The best thing to do is leave things that stay behind for a long time and basically bring in people even long after you have forgotten about it.

Think of it as planting 1000 baits in various places that at some point add up.

Completely true. I try to post something somewhere about my game at least once a week, that helps bring little spikes in views, but has never gotten me a download. One thing that I find interesting is how some of my older games that were university projects and unfinished got so much more exposure even though I never did anything other than publish it here, some of them are 6-7 years old and still get plays, while my latest game, which I consider to be my first finished game, has no traction even though I did alot in terms of advertisement through multiple mediums and websites. Don't take this as me being bitter about it, I just find that interesting; sometimes the tides are simply not in your favour and thats okay, you just need to keep trying. Thanks for the advice!

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Marketing budgets of AAA games are massive and for a good reason: because it works. Games that cost 660 million dollars to develop can have 550 million dollar marketing budgets. Probably about 25% of your time should be for marketing your game if you are looking for a large audience.

Doing a sort of Restyle... guys I didn't sell anything before, but with the Restyle I had absurd sales, more than good and I'm happy... on the 17th I'll get a new video card,It's gonna be awesome, nothing's gonna stop me....I should have done it sooner but I've always held myself back...you gotta believe in what you do, everything's gonna be okay...