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What is wrong with my games?

A topic by tintwotin created 5 days ago Views: 187 Replies: 6
Viewing posts 1 to 6

I've just released a 6th game on the Itch platform (Tiki Bar Breaker). I think most of them are okay polished and all of them offer some fun and decent gameplay, so I wonder why the number of plays is that low? Is it the thumbnails? Is it the genres? Am I doing the accompanying text bad? Or is this just normal? https://itch.io/c/5812613/tintwotins-collection

Billede

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Those numbers look good and normal. Your problem isn't with the games themselves; it's with thinking that posting on Itch is equivalent to promoting your game.

Hundreds, if not thousands of games are posted on Itch every day, so your exposure is very small. If you want more people to know about and play your game, you have to go out and find them. You have to promote yourself and build a fan base, and this takes time and constant work, unless you get lucky and someone famous starts playing your game.

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My biggest refererer site is Reddit: 125 from posts on the few subreddits which doesn't auto ban you. From itch my profile page: 22. Other Itch refereres are less than 10 or so. Posting on Discord, YT and X (have 3000+ followers), doesn't lead to any traffic. 

So, I guess that supports your explanation, that Itch is mainly a hosting site, basically. 

Seeing Abyssal Ascent being more visited and played than the other games, I wonder if that is due to the image could look like ingame graphics, and the other thumbnails doesn't look like ingame graphics. So maybe there is a takeaway there? 

Downside to this is a consideration whether it is worth investing countless hours in making free "presents", if no one bothers to open them. 

Deleted 4 days ago
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I can only speculate on what these hundreds of views mean….

Out of your six game covers, Abyssal Ascent‘s and QUBE‘s are the two that don’t at a glance look like what we’re going to call “AI slop”. The more of the awkwardly glossy covers that are on your creator page, the less interest there is in the games.

On the game page for Abyssal Ascent, the artist or image generator is notably missing in your credits, which specifically names you in other roles. Wary players might bounce from there, lowering plays per view.

QUBE might have been affected by the deindexing drama, when many of the site’s visitors were focused on finding any of the thousands of missing games.

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and all of them offer some fun and decent gameplay, so I wonder why the number of plays is that low? Is it the thumbnails? Is it the genres?

If you can't manage to direct traffic to those games with having 3k followers, that's tough. How are people supposed to get an audience by not having so many previous followers.

I tried 4 of your games. My thoughts about them:

(Do not take this personally, I am intentionally picking at things)

The games look like AI shovelware. From the cookiecutter template game design to the descriptions. I checked one game, you did not fill out the ai disclosure question. While it is not mandatory to my knowledge, I would be very surprised, if there was no AI involved in the creation of your games. The description reads also AI made. Plus your account is 3 monhts old and you released 6 games.  And of course, the cat pic.

Your cover images are ok, but they also give off AI vibes.

Game titles are ok.

I disagree with the fun and the decent part of your gameplay description. But I am biased against platformer type games, so that does not tell much. See here for a platformer type game that I would call fun and decent https://johngabrieluk.itch.io/amaya-maiden-of-the-storm  But your target audience seem to be people that enjoy Flappy Bird type action casual games, so, yeah, bias.

Nitpicking on the tags for Echoes of a Life. This ain't a life simulation. I did not reach any mind bending part. It is not music nor about music. It is not top down. Touch friendly is a meta information about input types, I do not get why people use it as a tag. 99% of the games on Itch are singleplayer. It is some kind of puzzle, yes. But you could delete all the other tags and give the same information about the actual game. But with the other tags you give the information to the player that you do not care about tag accuracy or do not understand what the tags mean. Or that you misrepresent what the game actually is or used the tags as a joke.

Nitpicking on the tags for Abyssal Ascent (btw. the reversal of decent might be what makes people midly interested). Hmm. Tags are much better. I did not see any jokes in the short time I played, so maybe it is funny at some later point after all.

Nitpicking on the tags for Reach for the Stars. It ain't a parkour game. Rest is ok.

Nitpicking on the tags from the other games. Tabletop, Slice of Life and Point & Click mean other things. Every puzzle trains your brain. Tower defense games are some other thing and not reverse Breakout, but at least it kinda fits, unlike the other tags I am complainging about.

Overall verdict: your games look cheap and like 2 minute attention grabbers. People interested in such games might not want to try your next game specifically, so they do not care to follow but rather seek the next short game by relevant tags. Which you did not use to make your games findable to such players.

Some tag suggestions: short, casual and maybe high-score. The arcade tag was good.

And maybe do not use tags misleadingly or sarcastically. Look at other games using a tag and then consider if that tag really is applicable. Many tags also have a description. That description is not set in stone, but it should point out that a point & click game is a subtype of adventures and not a game where you click with your mouse.

Of course, this will not magically improve your views and plays. It is very hard to get those as an unknown developer in the plethora of indie games here. And you have a heads start with 3k followers on social media. That you do not get any hits from ex-twitter is curious. Are they masking referals or maybe those followers follow your for decidedly non game reasons.

Maybe join a game jam. You seem to want to make some short philosophical games. I bet there are some jams that explore such topics. Just make sure they are ok with whatever AI tools you use.

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Since my game Abyssal Ascent had zero tags (until today) was the most successful(views+play), it seems to me that they do not matter much. Thank you for investing time in that write-up. You may have missed that all of my games are single-file-html games and not done in an engine, which may explain the simplistic visuals. However, your overall tone, makes me think, that this is no fun place to be, and I should rather spend my time elsewhere.  

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You came to the public comment section, asking what is wrong with your games. What did you expect as a response? People telling you, what they think might be "wrong" with your games?

And now you are dissatisfied with Itch as a whole, because someone nitpicked at your games? After you asked them to.

Your games look AI made and your cover images are AI made and your game description is boastful and reads like typical AI praise. Example:

Dynamic Difficulty: The game becomes progressively more challenging as you level up.

This is as informative as telling me, water is wet. Also, this is actually not dynamic difficulty, if difficulty ramps up with each level. Dynamic would mean, it is responsive to something, like the player's performance.

That you use AI and have games that look like AI made because of circumstances, is not in itself a bad thing. But it adds to a perceived cheapness, especially since you released a lot of games in a short time frame. And of course, the first thing a potential player sees, is the AI generated cover images.

Itch actually is a nice place, you should try out some game jams, if you can create games in two weeks, those are perfect for you. I am serious. Try out some game jams. The public community is a poor representation of Itch. Most threads have less than 100 views.

Another tag suggestion: https://itch.io/games/tag-minimalist

Also, you might ask at the wrong place about your marketing. Ask on your socials, why so few people go visit your games. 

And you are correct, that tags do not matter at all - if you market a direct link to your game. But how are people supposed to find your games at a later point? How are recommendations supposed to work, if you tag the games with things that are not relevant. You said that most of your views came from reddit. What about the non-views of people browsing point & click and seeing an arcace game in the popup? What about AI avoiders that see your AI made covers? And yeah, your bubble game is the least AI looking game cover and the one that looks mostly like ingame graphics. If you have enough views/non-views your games will have a clickthrough rate displayed. That might help your analyis, why your graphs only have a spike, presumably when you posted release on socials.

I can only give opinion why some people might not try the game, once the land on the page. I would be detered by your choice of tags and the marketing speech with the feature boasting. I tried some of them anyway. There is nothing "wrong" with your games, but how you present them could be more advantagous. They are minimalist short casual arcade style games. Make your games appealing to people looking for such games. Because people looking for slice of life, point & click or life simulation games will not be happy with your games, and people that would be happy with minimalist short casual games can't find them by tags and thus also not by the recommendation system.