- Mar 13, 2012
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I wasn't really serious, just very surprised how much it sells for.
I think this is really smart. I saw you post about that in another thread. I don’t remember why I didn’t respond. I think I wanted to think on it some more. But yeah, I think it’s great. What would also help is a means by which you can get people to sign up to a newsletter so you have people you can direct your games to.
I'd say success = profitability.
I think success is defined by the person seeking that success. To you it means profit, to another person that may not be the case.I'd say success = profitability.
Well, if you think of success like @Indinera then I can't agree with what you laid out. In fact, I'd say that after a certain point your success rate will start to drop if you invest too much (time, money, energy) into a game.Generally when making a game, like all products you take a risk, the more you invest in it (time, money, people, etc...) the greater are your odds of success, but it is a gamble, you may have 90% chances of success but you also have 10% chances of failure and the die sometimes lands on those 10%. Well its not all doom and gloom because in practice there are different levels of success and failure and as old man Marcus Aurelius put it, it is all a matter of perspective.
Definitely. Still, the story of the guy who made DON'T GIVE UP was absolutely bonkers to me. I mean, hell, we just had a discussion on this board awhile ago where a guy was talking about how it isn't difficult to advertise and market locally/at gaming conventions/social media/contacting influencers, etc. Well, this developer took marketing and dialed it up 100x and got almost nothing for it.It can be a real toss up these days, as it isn't like 2014 or so when you could break 200,000 sales if you were on Steam as people associated game on Steam with quality. Nowadays, the numbers have changed drastically and I'd say single digit sales might even occur, and I've heard of two cases where it has. For the first, I read an article on rockpapershotgun where they interviewed a dev who had sold 9 copies of their game on Steam. And it wasn't RPGMaker or an asset flip. 9 copies still. We had another post on here in September that they had sold 8 whole copies of their game. So single digit sales can occur now due to how flooded the market is.
I would be interested in these results. Personally I'll be trying Reddit and possibly Facebook ads. I was going to try a promoted Twitter ad but the process confused the hell out of me and I gave up.I think you are right about this but I’m throwing some money towards Youtube ads for the holiday season and want to see how this translates to sales. I’m guessing it won’t help much but I want to get more data and will post back here with results for anyone who is interested.
I actually agree with you. I'm not a fan of the graphics myself, but I think the art was creative and odd enough that it stuck out just enough for him to get some traction. It actually seems that the game's art was only part of the problem, though. This review of his game praised the writing, but said the gameplay itself was terrible. I doubt that review helped his sales any.The game “Don’t give up” in the other article looks straight up ugly. The pixel art is not well done and you can easily see it’s made by a complete amateur.
BUT, it’s actually more interesting. Yes, it looks bad but it has a somewhat unique style and it’s very colorful so it might still attract some attention. However problem is, since the art looks very amateurish many potential customers might assume the entire game is of similar low quality and simply move on.
Actually I'm pretty sure that developer admitted that the assets for those games were store-bought, so it's likely we've both seen the same asset packs floating around on Itch.io.he games from Bad Logic Games doesn’t look bad, but they don’t look good either. More importantly, the visuals are very bland and uninteresting to me. It looks... cheap, and quickly made. And in the trailer, the animations are very simple as well.
Fun fact: Those sprites actually remind me of some assets I’ve seen on sale on gamedevmarket and itch.io.
In the eyes of the developer of DON'T GIVE UP, his story was a success in a sense that he spent 3 years working on his passion project, and can now stand proud knowing that he finished that project.I would like to leave the game dev who has aspirations to make a commercial rm game with some positivity and hope. Generally I find most of the posts in the commercial forum are a total downer. Maybe we need more topics about success stories of indie developers.
- Attach a "name" to your project, if possible. Doesn't have to be someone huge. The best thing an indie project can do is team up with another fellow indie artist, musician, writer, etc. This way, you bring in another audience by association. I am very interested in working with an indie musician for my next project. And not only to bring that "indie" flavor to the project, but because it works in context with the game.
Oh WOW! And... It's one of the most interesting looking commercial Steam games! I've came across it a few times but never on steam, and never bought it. Now, I am still not going to buy it because I am currently in a R$10,000.00 debt....................... But I'll definitely keep an eye out, I'm legit surprised as this really seems like it has a lot of quality and personality. D:Darkblood Chronicles has sold 168 total units. Please excuse me for a moment as I into this bucket.
That's true. And, while only tangentially related:And this might be a game you released years prior.
nuooOOOOOOOOOOOOOOOOOOOOOOOOOOOoooo.......... I mean, I really wish Actual RPG Maker RPGs were more valued (I cringe everytime I see the "Horror RPG" tag and I know there's absolutely no RPG in that game. Parasite Eve clones where yall at?!) although, from reading the last sentence and it's not core to the game you're making... Then it definitely wasn't supposed to be there begin with; I think one of the important rules of game design is that you need to have the features that promote your experience... and only those. Anything else will hinder what you're trying to achieve.Generally, more "steam lined" games do better. This goes for anything from graphics (think Stardew Value, that was a huge success on Steam, huge) to game systems. For my next project, even though it is still RPGMaker, I am eliminating battles completely, and focusing on story and exploration. Looking at Darkblood Chronicles, the battle system was a means to an end, it was there because supposedly "that's what makes an RPG".
Absolutely important! Crossovers with other indie games are a good way to do this, too. I mean, a good, fun way, but one that might not fit into every atmosphere.Attach a "name" to your project, if possible. Doesn't have to be someone huge. The best thing an indie project can do is team up with another fellow indie artist, musician, writer, etc. This way, you bring in another audience by association. I am very interested in working with an indie musician for my next project. And not only to bring that "indie" flavor to the project, but because it works in context with the game.
While this is a decent strategy, I definitely don't think it's what they meant, and especially so I don't think attaching your name to a publisher blocks you out of the benefit from affiliating yourself with other beloved creators, be it content creators or gamedevs/artists/etcLike...aldorlea?
I can confirm that I've also never seen an uptick in sales from curator recommendations, and most of the curators that request keys are the kind that recommend every game and usually don't review it so much as they just regurgitate what's written on the game's store page.Ah! Yes, the curators ... I still receive requests (they seem to trickle in every couple months) from curators for keys. I have responded to most, giving out 1 to 2 free keys per request. I haven't seen a bump in sales from doing so, even with the large numbers of followers that the curator groups have. Also, I poked around the comments, and there's at least a few negative comments in the groups from members around, "what's the point of said group when all they do is recommend every game?" I am not sure if these are a scam to then sell off the keys, or if these groups just want "free" games, but either way, it doesn't seem particularly fruitful since again, I did not see a single uptick in sales from any curator recommendation.
I would say steam curators are not very effective in promoting your game, you basically send your game copy to a list of curators for them to rate it (positive/negative), usually 90% of the curators won't really look at a lot of games because there are too many. I did not really see a change of sale with more curators rating my game (probably very minimal). For those curators that do look at your game, they'll probably won't be popular (1k followers or less). Some can give really good reviews on your steam page, but that's pretty rare. The two that I would reach out if you intend to use curators are: https://store.steampowered.com/curator/6142328-The_Cpt_FROGGY-CLUB/ and https://store.steampowered.com/curator/24714686-SUPER-Giveaways/All this talk about curators peaked my interest. What is STEAM curators and are they useful / needed at all for your release? Sounds almost like you shouldn’t bother with them at all?